How many points should a player lose for a death ?
- pugnacious
- Villun
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Re: How many points should a player lose for a death ?
@ So Uncivilized "I wonder what the highest kills per hour is out there??"
I'm at 86.2 kills/hour. 7242 kills and 84 hours at the time of this post. Ranked 19th. 3:1 ratio.
Spam is at 91.4 kills/hour, but he's also only 2:1 kill:death ratio.
I don't see any at first glance that are higher.
@ Mr.S
16 days played time out of 60 days....seriously...come on. Try going outside. He's only a few thousand points more than #2 and he's got almost a week more played time.
I'm at 86.2 kills/hour. 7242 kills and 84 hours at the time of this post. Ranked 19th. 3:1 ratio.
Spam is at 91.4 kills/hour, but he's also only 2:1 kill:death ratio.
I don't see any at first glance that are higher.
@ Mr.S
16 days played time out of 60 days....seriously...come on. Try going outside. He's only a few thousand points more than #2 and he's got almost a week more played time.
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- paranoidandroid64
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Re: How many points should a player lose for a death ?
I'd be content with a higher modifier on syringe gun kills. I can miss at point blank with that thing and even when I hit the damage is light. I couldn't kill a heavy even with a string of crits and surprise on my side. Although a string of criticals in the 2fort sewers is pretty sweet.
- paranoidandroid64
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- YevGenie
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Re: How many points should a player lose for a death ?
[quote="pugnacious";p="80208"]Voted: 1/2
Actually, when you lose 25 for a death, you can get a 3:1 ratio and easily still gain points. You'll make up the rest through captures, destroying buildings, etc. Before the currents stats, that's how I got to the top at least.
I actually didn't mind it being 25 for a death to be honest. It forces you to do the things I listed to stay on top. Sure you get those that abuse it and hide in the back, but I'd get so damn bored doing that. You also don't gain points nearly as fast as someone who is good AND goes to the front lines. The way it is now where you don't lose points isn't that great IMO. You get way more people that suicide for kills, which doesn't help the team despite what they think.
You also want to reward people who play here more often, but then why don't you just mention on the website or the server intro page who has played the most recently. Rewarding someone with most stats merely for spending every waking minute on the server is dumb IMO. (*cough* 16-17 days played time...honestly...are you allergic to sun? I'd have 150-175k points if I played that much.) The top person's stats, right now, aren't impressive. He just never leaves the server. He's only a few thousand points ahead of #2 and he's played almost a full WEEK longer.
This isn't an MMO. Let's not reward people solely for played time.
If people have such a hard time with point loss, I think 1/2 is a fair compromise between none and full. Doesn't that seem logical?[/quote]
+1
(As I state every time this comes up, I feel like a bum when I don't get penalized for getting killed, should me more of a reprocussion(sp?) than just having to wait to respawn).
Actually, when you lose 25 for a death, you can get a 3:1 ratio and easily still gain points. You'll make up the rest through captures, destroying buildings, etc. Before the currents stats, that's how I got to the top at least.
I actually didn't mind it being 25 for a death to be honest. It forces you to do the things I listed to stay on top. Sure you get those that abuse it and hide in the back, but I'd get so damn bored doing that. You also don't gain points nearly as fast as someone who is good AND goes to the front lines. The way it is now where you don't lose points isn't that great IMO. You get way more people that suicide for kills, which doesn't help the team despite what they think.
You also want to reward people who play here more often, but then why don't you just mention on the website or the server intro page who has played the most recently. Rewarding someone with most stats merely for spending every waking minute on the server is dumb IMO. (*cough* 16-17 days played time...honestly...are you allergic to sun? I'd have 150-175k points if I played that much.) The top person's stats, right now, aren't impressive. He just never leaves the server. He's only a few thousand points ahead of #2 and he's played almost a full WEEK longer.
This isn't an MMO. Let's not reward people solely for played time.
If people have such a hard time with point loss, I think 1/2 is a fair compromise between none and full. Doesn't that seem logical?[/quote]
+1

(As I state every time this comes up, I feel like a bum when I don't get penalized for getting killed, should me more of a reprocussion(sp?) than just having to wait to respawn).
- X.O.Skeleton
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I think if you die, you should get one point. You took one for the team. good job.
If that rocket or flame wouldn't have killed you, then it would have most likely killed someone else on your team. you helped your team by dieing. you made the soldier or demoman shoot out one of his few rounds of ammo and now he'll have to reload quicker thus taking him out of action for a few seconds. one point sounds fair to me.
But if points MUST be taken, i think it should be the minimum. 1/4 or whatever. Like what was stated before, it will change the game style some people play and that will hurt their team (if they haven't switched sides already).
If that rocket or flame wouldn't have killed you, then it would have most likely killed someone else on your team. you helped your team by dieing. you made the soldier or demoman shoot out one of his few rounds of ammo and now he'll have to reload quicker thus taking him out of action for a few seconds. one point sounds fair to me.
But if points MUST be taken, i think it should be the minimum. 1/4 or whatever. Like what was stated before, it will change the game style some people play and that will hurt their team (if they haven't switched sides already).
:D
- Boss Llama
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Howdy all. First post here, though I do play quite a bit on the servers.
I am not fond of a loss of points for dying, as it discourages people from helping out the team. Many times, the best way for the team to win a map is a mostly suicidal charge that leaves one or two survivors to cap a point out of the madness, or grab the intel and get out. It's through these team efforts that we get our epic battles and best memories. Do the people who died in the process deserve to be punished for helping? No. This is Team Fortress, not Personal Fortress, and anything that makes people worry about their own stats more than their team's success is bad in my book.
A quick look at my KDR will immediately tell you I have something to lose here, so I won't pretend to be unbiased. I absolutely am! It's just that I think my style of play - sacrificing oneself regularly to achieve tactical goals - is valid and valuable.
Besides, the death penalties are so huge relative to the non-death-related bonuses, under the previous system. As a Pyro, I could charge in and whipe out a level 3 SG (5 pts), dispenser (2 pts), TP exit (1pt), and the accompanying engineer (2 pts), as well as kill a nearby rival (2 pts) who was trying to defend, and then die to a lucky rocket from a newbie (-25 pts). Result? I lose twice as many points as I gain. Completely out of whack. Even at 1/2 point loss, I'd maybe break even on a maneuver that could completely whipe out the other team's defense.
Just the perspective of a person with minimal sense of self-preservation.
I am not fond of a loss of points for dying, as it discourages people from helping out the team. Many times, the best way for the team to win a map is a mostly suicidal charge that leaves one or two survivors to cap a point out of the madness, or grab the intel and get out. It's through these team efforts that we get our epic battles and best memories. Do the people who died in the process deserve to be punished for helping? No. This is Team Fortress, not Personal Fortress, and anything that makes people worry about their own stats more than their team's success is bad in my book.
A quick look at my KDR will immediately tell you I have something to lose here, so I won't pretend to be unbiased. I absolutely am! It's just that I think my style of play - sacrificing oneself regularly to achieve tactical goals - is valid and valuable.
Besides, the death penalties are so huge relative to the non-death-related bonuses, under the previous system. As a Pyro, I could charge in and whipe out a level 3 SG (5 pts), dispenser (2 pts), TP exit (1pt), and the accompanying engineer (2 pts), as well as kill a nearby rival (2 pts) who was trying to defend, and then die to a lucky rocket from a newbie (-25 pts). Result? I lose twice as many points as I gain. Completely out of whack. Even at 1/2 point loss, I'd maybe break even on a maneuver that could completely whipe out the other team's defense.
Just the perspective of a person with minimal sense of self-preservation.
-Boss Llama
- paranoidandroid64
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- Clay Pigeon
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Re: How many points should a player lose for a death ?
Stats are inherently flawed in a class-based game, as some classes/roles are more prone to dying than others. People should stop making such a fuss about them. They are there for entertainment purposes only, and that is what the ville is about, entertainment. It's a game. Have fun.
"No dictator, no invader can hold an imprisoned population by force of arms forever. There is no greater power in the universe than the need for freedom. Against that power tyrants and dictators cannot stand." - The prophet G'Kar
[quote="Torven";p="80222"]
My problem with the penalty for player death is that it discourages aggressive play and turns player actions into a risk vs reward situation. Even at 1/4 penalty, you are going to have people who sit in spawn and wait for HLstats to turn off, rather rushing out and trying to interrupt the final capture (and potentially lose 6 points for it). I think it also passively promotes stacking. If a high ranking player is on a bad team, that is going to cost them points; that gives them some motivation to leave further skewing the teams.
[/quote]
This is exactly correct, I think stats are bad for teamplay to begin with. People should be rewarded for constantly pushing up not penalized.
My problem with the penalty for player death is that it discourages aggressive play and turns player actions into a risk vs reward situation. Even at 1/4 penalty, you are going to have people who sit in spawn and wait for HLstats to turn off, rather rushing out and trying to interrupt the final capture (and potentially lose 6 points for it). I think it also passively promotes stacking. If a high ranking player is on a bad team, that is going to cost them points; that gives them some motivation to leave further skewing the teams.
[/quote]
This is exactly correct, I think stats are bad for teamplay to begin with. People should be rewarded for constantly pushing up not penalized.
Re: How many points should a player lose for a death ?
pug, kaizer/navx isnt just one person its two brothers
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