Player score determination

Not that you can always help it but maybe if you focus on keeping people from running from the battlezone it would be best for all. Besides I think what Randy said basically means he agrees they just don’t have the resources to deal with it right now. I for one don’t see this being more important than adding characters, maps, and balancing.

I understand using K/A as the mechanism to determine score because it’s a simple formula…but it’s just entirely too counter-intuitive for this game.
This game is all about working as a team, team objectives, minion clears, shard collection, buildables, healing/shield support, ect.
This is not a traditional FPS PVP game where the objective is to seek out the enemy and kill them.

And the problem is that a lot of players are going to come to this game with the traditional FPS PVP gaming mentality…and a score that is solely based on that mentality is only going to encourage that mentality.

You would figure that right out of the gate Gearbox would be trying to squash the ‘Kill the enemy is all’ mentality to help foster what makes this game so great…which is the team oriented approach. But instead of trying to squash it…they are encouraging it.

Also, I am almost positive that your score impacts your XP gain after the match. So not only is the K:A the shiny thing to point to for bragging rights…it also impacts how quickly you can advance your character and profile. (Not that it really matters too much…as everyone who is going to be playing this a ton will max out sooner or later…but still…gives the wrong impression)

As I mentioned in another thread K:D:A should account for probably no more than 20% of your score. Minions cleared , shards collected, buildables built, healing/shielding provided should all be major factors of a score.

In a game like this K:D should be minimized not highlighted.

Here is how I would actually score these matches. (Roughly off the top of my head)

First I would identify the items which will provide a score. Each of these items would be ranked and each rank would provide certain amount of points.
Let’s say for simplicity sake you have five tiers of ranking (one for each player) for each metric.
Tier 1 = 4 points
Tier 2 = 3 points
Tier 3 = 2 points
Tier 4 = 1 points
Tier 5 = 0 points

Then for each metric you take how each character did on each of these metrics and depending on their ranking they get the points assigned.
So if as a team you collected 15,000 shards, the player with the most shards would get 4 points, 2nd would get 3 points, ect.

Then as the winning team maybe get some bonus points…for winning.
Then perhaps as the best scoring player on the losing team you get some bonus points…to help keep the losing team being competitive till the end.

The various items that you could include might be:
Kills (Mostly for Assassins)
Deaths
Assists (To Help Support and reduce ‘They took my kill’ Rage’)
Minions Killed
Shards Collected
Buildables Built
Damage Dealt
Healing/Overshielding Provided (To Help Support: Tricky because I would not include self-heals)
Healing Received (To Help Tanks: Also tricky because I would not include self-heals)
Damage Taken (More is better…to also help tanks…especially if there isn’t a healer in the party)
Thrall Camps Captured (Incursion Only)
Minions Escorted (Meltdown Only)
Points Captured (Capture Only)

Anyway, you would obviously need to tweak the XP gained from the total point score…but something like the above would be infinitely better than the K:A score being used now…and would definitely support the team concept better than what we have now.

This is just a rough list I just tossed together…I’m sure that someone could spend a day looking at all of the various metrics and come up with a better comprehensive plan…but something like this is what I’d prefer to see.

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I don’t know how you would do that, but if they can find a way, then sure. But I don’t think there needs to be a “1 point per x healing” sort of thing.

[quote=“logie108, post:23, topic:1381548, full:true”]
Not that you can always help it but maybe if you focus on keeping people from running from the battlezone it would be best for all.[/quote] Fair enough, but the assists through healing are still unreliable and depend on the skill of your teammate, not on your own skill.

[quote=“logie108, post:23, topic:1381548, full:true”]
Besides I think what Randy said basically means he agrees they just don’t have the resources to deal with it right now. [/quote] I acknowledge this multiple times (preaching to the choir and all). Still wanted to make my point. If that makes me pushy then I’m sorry. I just don’t want the point forgotten.

[quote=“logie108, post:23, topic:1381548, full:true”]I for one don’t see this being more important than adding characters, maps, and balancing.
[/quote] Well, having all characters have close to the same chance to reach a high score seems like balancing to me. As for the (free) DLC: first the details in order, then the extra stuff.

I up then you would miss the healer who kept your team at very as that isn’t represented in the score well enough.

Guess I don’t understand this question. Score doesn’t affect any stats. Score is a stat tabulated from your kills and assists.

I think you just answered it well enough. It seems some were under the impression that score offered a bonus to XP gained at the end of a match, which is not the case.

Ah, gotcha! Nope. No bonus based on score. Other than giving you an idea of who did the best on kills and assists, score is used as a tie breaker on Incursion and Meltdown.

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Awesome, that’s what I wanted to know, cheers.

I was just playing a few games of incursion last night with a few of my friends that just got the game. We lost repeatedly because they were feeding the enemy xp by continuously running out and dying. When I tried to explain this to them they said they had higher scores than me so obviously I was the problem (I had a low score due to spending most of my time collecting shards and building things). It would be nice if score was removed for the time being so people won’t think they’re actually doing good by going 7 and 13 while building nothing. I guess I could also get smarter friends, but I’d rather not.

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the score sheet in both incursion and meltdown is somewhat irrelevant. like has already been said, kills equal 2 pts and assists equal 1. But there is not currently a value given for the most important objectives that actually translates into actual points. i have had games of meltdown where both my teammates and the opposing team were all just playing team death match on one lane. i have sat for entire games just killing wave after wave of minions while escorting mine in, destroying their accelerator, and both thumpers. i ended the game with like9 pts on the score sheet from 3 kills, 3 assists, and zero deaths. but i literally scored easily 200 pts by myself. i would honestly just ignore the score sheet. the only thing it is good at is seeing who on your team was feeding

I know I contradict myself here, but my perspective has slightly changed since I’ve played more. I’d keep it simple and keep the assist system as is and don’t go for any class specific score. Just Minions/thralls/buildables(build and destroyed, same score given)/ objective (this one is harder, since in incursion I would go for damage, not last hit)/ kills/ maybe deaths (less is better)/ assists

Most of these stats are already tracked, seems to me it would be easy enough to add some score multipliers and make it a more meaningful system.

That should give any character a chance for a good score and would make the score system more relevant and less of a confusing factor. Also it would give players and extra incentive to buy buildables.

I almost exclusively play Incursion and I always lead my team in minion kills, structures destroyed, usually Thralls too, yet I am usually lower on the score because I play objective and don’t play just for kills. I’ve had games with 90+ minion kills, 2 objectives, 10+ structures destroyed, 10+ structures built, and ended up with the lowest score on my team because I might have only killed 4-5 people. It’s stupid. I don’t even pay attention to the player score anymore.

Can someone please explain why the score doesn’t always match the K/A equation. See attached screen where I scored 100 pts .

Obviously this is because you play on Xbox.

That must be a glitch. Seems he just got max score unwarranted. Might be worth it to put it in a seperate threat to bring it under attention.

What thread do you suggest putting it under?

a quick search came up empty. I’d give it it’s own thread. something along the lines of “false score (glitch?)”. Put it in the according section or general discussion.

Also, how often did you have it happen? Maybe it’s just a one-off glitch in which case it doesn’t matter as much. If it happens more often then it is quite an issue since it might F* up Elo and is unfair in case of a draw.

This was the only time I have noticed it because it was such a large amount. Doesn’t mean it hasn’t happened before and I just didn’t realize it.

I think it’s worth to report it so the developers can see. Who knows, maybe it’s a cheat or a glitch. In any case, it doesn’t hurt to let the devs know this exists.