Sumobar Scoring Adjustments - Reward Aggressive Play?
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Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
Voted no.
It's good as it is now.
It's good as it is now.
Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
Multiple zones isn't a fair setting imo because a player that is not the most skilled can win a match without beating the more skilled players by getting more points in the noob zone near the end of a match...ºººº wrote:Im considering making it two zones of 8. How does that sound?
Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
...and it will be until i lose. hahawap wrote:Voted no.
It's good as it is now.

Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
We tried this in sky a bit this evening. It didn't seem to go over well.

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Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
The score changes you made this evening were a bit over the top for just trying it out.
You had 90 points for a core dump, and no points at all for conquering zones.
You had 90 points for a core dump, and no points at all for conquering zones.
Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
I think no points for conquering zone would be good to try out.
Amount of points for kills doesn't really matter because whatever it is whoever gets the most kills gonna win the match anway.
Kill point and the max score would decide how long a match takes.
But maybe it would be good to keep the kill point at 30 and the max score the same (I think 900) so that we can compare with the other scoring system for things like if rounds finish quicker, matches take longer, scoring distribution etc..
Amount of points for kills doesn't really matter because whatever it is whoever gets the most kills gonna win the match anway.
Kill point and the max score would decide how long a match takes.
But maybe it would be good to keep the kill point at 30 and the max score the same (I think 900) so that we can compare with the other scoring system for things like if rounds finish quicker, matches take longer, scoring distribution etc..
Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
To be able to farm the "noob zone" for points, he would have had to first kill these players that are apparently at a higher skill level.1200 wrote:Multiple zones isn't a fair setting imo because a player that is not the most skilled can win a match without beating the more skilled players by getting more points in the noob zone near the end of a match...ºººº wrote:Im considering making it two zones of 8. How does that sound?
Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
We tried 30 point kills and 10 point zones thus morning. No one really gave much feedback.
30 point kills would take 30 kills for a win assuming no zone points which would be a bit excessive.
30 point kills would take 30 kills for a win assuming no zone points which would be a bit excessive.

Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
damn why am i never there when you try stuff?
Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
If I see you in the server, I will run it again.

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Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
What ever happened to this? Did you give up because of all the whiny campers?
Well...I did.
Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
There wasn't enough support for the change. I guess the "whiny campers" won over.Goodygumdrops wrote:What ever happened to this? Did you give up because of all the whiny campers?
I didn't choose the thug life, thug life chose me - Abraham Lincoln
Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
I'm also still interested in this. Were there ever more practical values tried for this?
Ideally, the point is to give the more murderous player a point advantage because it is a harder play-style, but it is not to take away the entire aspect of trying to stay in the zone. There still needs to be a reason to want to stay alive long enough to get the huge point bonus at the end of a round, otherwise it turns into a not-so-fun match of cats and dogs in a shrinking circle.
I suggest 30 points for a Kill and 50 (maybe 45) points for a Zone. It is not an over zealous change, but it still properly shifts the attention a bit away from just camping into more aggression. Although, with this point distribution, I believe it still gives the players either option: to camp it out, or kill them all.
It seems pretty darn unfair for the player who get 3 kills and dies second to last to tie with the guy who only killed you at the very end. With a change to 50 or 45, kills become more of an incentive. Although, with the point change, a player will still need to be able to survive to get a good amount zone points, regardless of kills.
90 points for a kill and 0 for a zone? That is extremely ridiculous. There's nothing to stop a player who is surely about to lose at the end of a 1v1 from just driving away and giving the other player no points. That's one of many problems.Kill = 90
Zone = 0
30 points for a kill and 10 for a zone is still far too unreasonable. Because the kill attribution factors are odd when playing sumo, zone points are still needed to be of some value.Kill = 30
Zone = 10
Ideally, the point is to give the more murderous player a point advantage because it is a harder play-style, but it is not to take away the entire aspect of trying to stay in the zone. There still needs to be a reason to want to stay alive long enough to get the huge point bonus at the end of a round, otherwise it turns into a not-so-fun match of cats and dogs in a shrinking circle.
I suggest 30 points for a Kill and 50 (maybe 45) points for a Zone. It is not an over zealous change, but it still properly shifts the attention a bit away from just camping into more aggression. Although, with this point distribution, I believe it still gives the players either option: to camp it out, or kill them all.
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Written for a 6-man zone, but the differential is still applicable for anything larger.
(Kill = 30) [Zone = 60]
Player A kills 3 : (90) + [12 + 15 + 20 + 30 ] = 167
Player B kills PA: (30) + [12 + 15 + 20 + 30 + 60] = 167
Differential = 0
(Kill = 30) [Zone = 50]
Player 1 kills 3 : (90) + [10 + 13 + 17 + 25 ] = 155
Player 2 kills P1: (30) + [10 + 13 + 17 + 25 + 50] = 145
Differential = +10
(Kill = 30) [Zone = 45]
Player α kills 3 : (90) + [9 + 11 + 15 + 23 ] = 148
Player β kills Pα: (30) + [9 + 11 + 15 + 23 + 45 ] = 133
Differential = +15
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Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
Didn't see this the first time (I usually ignore this section), but a couple wee comments.
Did you look at the topic title and not the poll question?Word wrote:So you get more points for dying early?
dreadlord wrote:Often, people get the kill who didn't kill that player at all....
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Re: Sumobar Scoring Adjustments - Reward Aggressive Play?
Pretty sure this is a recurring question only a different server (emphs?) if anyone can be arsed to use the search. Dont think anything changed last time either iirc