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.
