Scoring system overhaul in v0.61
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dbzao
- Retired PR Developer
- Posts: 9381
- Joined: 2006-06-08 19:13
Scoring system overhaul in v0.61
Well, the scoring system was overhauled a lot.
1. Teamwork points are higher
Healing, reviving, repairing, rearming gives you more points than before (sometimes even more points than killing an enemy soldier)
2. Doubled driver points
Driving can really give you a lot of teamwork points. It was updated so it would give you points even if you leave the vehicle before the passengers (in 0.6 it would only give you when the passengers left the vehicle with you inside)
3. Capture, Neutralize and Defend Control Points
When you capture or neutralize a CP, you gain a fixed number of points. But when defending a CP, each kill you make in a 100m radius of a CP (either you or the enemy being 100m close to the CP) will give you bonus points. So defending will give you much more points than attacking.
4. Defending objectives or commander assets
Like the control point defense, if you kill an enemy 100m close to a friendly Bunker, Firebase or weapon cache (as insurgent in Insurgency), it will give you a bonus for each kill.
5. Crew share points
If you make any kind of score while in a vehicle, any other squad mate in that vehicle will receive the same amount of points.
6. Close-by squad members bonus
If you make any kind of score, squad members 50m close will receive 25% of that score for assisting you.
7. Close-by Squad Leader or Commander bonus
If you make any kind of score and have your Squad Leader 50m close, you will receive a 25% bonus. The same if you are 50m close to the Commander. So if you are close to both, you will receive a 50% bonus.
8. Squad cohesion bonus
The reverse of #7 is also true. If you make any kind of score and have your Squad Leader 50m close, he will receive 25% because of #6, but he also will receive 25% more for having his squad member close to him. Basically squad leaders will get a lot of points just for keeping his squad together (and alive).
9. Team cohesion bonus
This is like #8, but for the Commander. Commander will receive points for being close to squad members that make any kind of points. This will encourage commanders to stay close to the troops to build and defend assets.
10. No negative points for destroying friendly wrecks
You still will get the hud messages "team vehicle damage" but no negative points will be given.
11. No negative points for destroying friendly Commander assets
This can be seen as a negative thing, and I guess smacktards can destroy them without inpunity. But when you are trying to help the commander, and he needs to destroy an old bunker to build a new one in a better position, you won't get negative points for destroying them.
12. Overhauled threat and worth system
Different types of vehicles (and now kits) give you more or less points. It's the vehicle/kit worth. But also players have different threat levels. One very experienced player can be a threat to you, but a new guy with a 0/8 K/D ratio is not as much. If you kill another player that is doing better than you in points/kills/deaths, you will get bonuses.
Another change is that if you destroy an enemy empty vehicle, you will receive the vehicle worth in points (tanks worth 40 points for example). If there are players inside, it adds the threat and the worth of each player in relation to you as well.
This also includes the new commander assets like bunkers, firebases and command posts. Destroying these can give you good amount of points.
If you kill a tank with another tank, you wont get too many threat points, because you are equal to him. But if you are an engineer, with a worth of zero, you will get a big bonus destroying a tank with a mine or C4. Tanks killing infantry wont get much threat points, unless the kit is an AT kit that is a threat to him.
Bear in mind that teamkilling vehicles, even empty ones, will give you big negative scores. Destroying a friendly tank will give you -40 points plus the team vehicle damage and team vehicle destroyed negative points. Most servers could get you kicked for that (I recommend servers update the negative score kick to a lower number, -60, -100 or something).
Losing worthy vehicles will also give you negative points. You have to be careful with your worthy assets like heavy vehicles or even important kits like HAT, sniper, officer, etc.
By the end of the round, the higher the K/D ratio, you get a bigger bonus for staying alive.
I think that covers most of it. We don't actually know how this will play out in-game with a full 64 player server. We will probably see huge scores that we are not used to, but I hope it will reflect good teamwork of squads that stay together and achieve objectives instead of just going after kills.
1. Teamwork points are higher
Healing, reviving, repairing, rearming gives you more points than before (sometimes even more points than killing an enemy soldier)
2. Doubled driver points
Driving can really give you a lot of teamwork points. It was updated so it would give you points even if you leave the vehicle before the passengers (in 0.6 it would only give you when the passengers left the vehicle with you inside)
3. Capture, Neutralize and Defend Control Points
When you capture or neutralize a CP, you gain a fixed number of points. But when defending a CP, each kill you make in a 100m radius of a CP (either you or the enemy being 100m close to the CP) will give you bonus points. So defending will give you much more points than attacking.
4. Defending objectives or commander assets
Like the control point defense, if you kill an enemy 100m close to a friendly Bunker, Firebase or weapon cache (as insurgent in Insurgency), it will give you a bonus for each kill.
5. Crew share points
If you make any kind of score while in a vehicle, any other squad mate in that vehicle will receive the same amount of points.
6. Close-by squad members bonus
If you make any kind of score, squad members 50m close will receive 25% of that score for assisting you.
7. Close-by Squad Leader or Commander bonus
If you make any kind of score and have your Squad Leader 50m close, you will receive a 25% bonus. The same if you are 50m close to the Commander. So if you are close to both, you will receive a 50% bonus.
8. Squad cohesion bonus
The reverse of #7 is also true. If you make any kind of score and have your Squad Leader 50m close, he will receive 25% because of #6, but he also will receive 25% more for having his squad member close to him. Basically squad leaders will get a lot of points just for keeping his squad together (and alive).
9. Team cohesion bonus
This is like #8, but for the Commander. Commander will receive points for being close to squad members that make any kind of points. This will encourage commanders to stay close to the troops to build and defend assets.
10. No negative points for destroying friendly wrecks
You still will get the hud messages "team vehicle damage" but no negative points will be given.
11. No negative points for destroying friendly Commander assets
This can be seen as a negative thing, and I guess smacktards can destroy them without inpunity. But when you are trying to help the commander, and he needs to destroy an old bunker to build a new one in a better position, you won't get negative points for destroying them.
12. Overhauled threat and worth system
Different types of vehicles (and now kits) give you more or less points. It's the vehicle/kit worth. But also players have different threat levels. One very experienced player can be a threat to you, but a new guy with a 0/8 K/D ratio is not as much. If you kill another player that is doing better than you in points/kills/deaths, you will get bonuses.
Another change is that if you destroy an enemy empty vehicle, you will receive the vehicle worth in points (tanks worth 40 points for example). If there are players inside, it adds the threat and the worth of each player in relation to you as well.
This also includes the new commander assets like bunkers, firebases and command posts. Destroying these can give you good amount of points.
If you kill a tank with another tank, you wont get too many threat points, because you are equal to him. But if you are an engineer, with a worth of zero, you will get a big bonus destroying a tank with a mine or C4. Tanks killing infantry wont get much threat points, unless the kit is an AT kit that is a threat to him.
Bear in mind that teamkilling vehicles, even empty ones, will give you big negative scores. Destroying a friendly tank will give you -40 points plus the team vehicle damage and team vehicle destroyed negative points. Most servers could get you kicked for that (I recommend servers update the negative score kick to a lower number, -60, -100 or something).
Losing worthy vehicles will also give you negative points. You have to be careful with your worthy assets like heavy vehicles or even important kits like HAT, sniper, officer, etc.
By the end of the round, the higher the K/D ratio, you get a bigger bonus for staying alive.
I think that covers most of it. We don't actually know how this will play out in-game with a full 64 player server. We will probably see huge scores that we are not used to, but I hope it will reflect good teamwork of squads that stay together and achieve objectives instead of just going after kills.
Last edited by dbzao on 2007-09-19 11:05, edited 1 time in total.
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zeidmaan
- Posts: 228
- Joined: 2007-02-11 18:05
Hehe I agree.[R-CON]AfterDune wrote:About #10: "no negative points will be removed"
Is it me or should that say: "no negative points will be given" (or something alike)
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Besides that, I like what I read.
And I could kiss you for 3&4. No one ever wants to defend the damn flags and assets. I love the new bonuses idea.
proud member of *=LP=* 
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
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Red Halibut
- Posts: 543
- Joined: 2006-08-10 16:45
Shiny!
An excellent overhaul that rewards teamplay. Just what we have been waiting for.
Speaking personally it won't make any difference to my playing style, but it will make getting a squad together in defence that much easier.
An excellent overhaul that rewards teamplay. Just what we have been waiting for.
Speaking personally it won't make any difference to my playing style, but it will make getting a squad together in defence that much easier.
"It is not the responsibility of a defender to leave the objective unguarded just so his opponent sucks less."
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Expendable Grunt
- Posts: 4730
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Hardtman
- Posts: 535
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=WFL= Sgt Bilko
- Posts: 96
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KingofCamelot
- Retired PR Developer
- Posts: 2365
- Joined: 2006-01-07 18:17
Meh, it's just different than you are used to, give it time.Sniper_E. wrote:I've just finished a round with a combined USMC score of nearly 15.000 points!
Is this new scoring system not a little bit over the edge ???
Mac.Sniper_E.
Rounds are generally longer and more complicated in PR than in vBF2. In vBF2 the highest scores you ever really see are low 100s. That doesn't give much variation, if you think about it. If there are 64 players on the server, everyone's scores will be pretty close to each other.
The more points you give people, the easier it is to see differences in players. It creates a wider range, and gives a more accurate picture.
In other words, would you rather paint with 3 paints, or 20?
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Retired Lead Coder for Project Reality - 0.25 through 0.4
Retired Lead Coder for Project Reality - 0.25 through 0.4
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Tweaky
- Posts: 107
- Joined: 2007-07-07 19:02
With only 6 kills myself, and piloting an Apache for someone that had roughly accumulated 8 kills, I had a total score of 800+, teamwork score of 500+ in only a matter of 10 minutes or so. If this were a whole round, I could easily see people scoring 6,000+ at the end of a game. :-S
Are we going to be seeing people with HUGE scores by the time games end?
We never defended any flag either, MEC had all the flags on Kashan (except main base), and we were just messing around killing targets in odd places. We died after I had 4 kills (at that time I had 250+/- teampoints, and then I jumped in a tank and went to overlook North Village. I killed a manned AA tank, and a manned crewman car. Went to go in the flagzone and wait for squad members to arrive, and noticed my team points were at 500+ and total 800+????
If so, I'd like to know the difference to a perfect A-10 round of mine. My highest in .609 was 4,010 or something, with 101 kills and 0 deaths. If I were to get 50-0 or better, does that mean I will have some insanely high score? Kind of strikes me as a little odd and excessive.
I'm liking some of the other fixes in the patch, keep up the good work.
Are we going to be seeing people with HUGE scores by the time games end?
We never defended any flag either, MEC had all the flags on Kashan (except main base), and we were just messing around killing targets in odd places. We died after I had 4 kills (at that time I had 250+/- teampoints, and then I jumped in a tank and went to overlook North Village. I killed a manned AA tank, and a manned crewman car. Went to go in the flagzone and wait for squad members to arrive, and noticed my team points were at 500+ and total 800+????
If so, I'd like to know the difference to a perfect A-10 round of mine. My highest in .609 was 4,010 or something, with 101 kills and 0 deaths. If I were to get 50-0 or better, does that mean I will have some insanely high score? Kind of strikes me as a little odd and excessive.
I'm liking some of the other fixes in the patch, keep up the good work.
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KingofCamelot
- Retired PR Developer
- Posts: 2365
- Joined: 2006-01-07 18:17
Tweaky, see my post right above you. 
Really, I don't get why people are frightened by really high scores? Whats it matter, other than it being a departure from the norm?
As I said, the higher the scores, the more distance between people's scores, the higher accuracy of the scores. If you capped scores out 0-5, you'd never be able to tell anything from them. The more you expand the range of scores, the better accuracy you get out of them.
Really, I don't get why people are frightened by really high scores? Whats it matter, other than it being a departure from the norm?
As I said, the higher the scores, the more distance between people's scores, the higher accuracy of the scores. If you capped scores out 0-5, you'd never be able to tell anything from them. The more you expand the range of scores, the better accuracy you get out of them.
Ruthless Executioner of 280 SpamBots
Retired Lead Coder for Project Reality - 0.25 through 0.4
Retired Lead Coder for Project Reality - 0.25 through 0.4







