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Value of a virtual life

Posted: 2009-04-20 18:03
by krekc
Now i've searched and checked the already suggested suggestions thread so if this has been discussed before I apologise in advance as I couldn't find any evidence of it.

So what if the only stats that are relevant at the end of the round are those obtained by your spawn that is alive when the round finishes - When you die all stats reset to zero and you start afresh when you re-spawn ineffect make them non-accumulative? too harsh?

Re: Value of a virtual life

Posted: 2009-04-20 18:13
by CodeRedFox
Removal is a bit over the top but your overall score does get effected with the amount your die. Which IMO is good.

Re: Value of a virtual life

Posted: 2009-04-20 18:30
by krekc
[R-DEV]CodeRedFox wrote:Removal is a bit over the top but your overall score does get effected with the amount your die. Which IMO is good.

well i'll politely disagree CRF - the person who has played cautiously and died only a few times over the course of a game is more valuable than a Rambo who has just charged about and died 20 times being a Vbf2 neb imo- this is the problem there is no punishment for death - the idea is to give virtual life worth so people really dodn't want to die in game, ya dig?

Re: Value of a virtual life

Posted: 2009-04-20 18:42
by krekc
addaco wrote:Really, this wouldnt affect that much beacuse in PR points mean nothing.

No leaderboards, no ranks. Points = nothing
again with respect, PR is nothing more than a "pointless" amusement to you and that's fine. To those that consider it a game? there has to be some kind of a score kept.

Re: Value of a virtual life

Posted: 2009-04-20 19:27
by Alex6714
1) Most people don“t care about scores that much and,

2) The guy who has 35 kills and 3 deaths is for the most part more use to the team in the end that the guy who has 2 kills and 0 deaths, however leet people may think it is and hate them.

Re: Value of a virtual life

Posted: 2009-04-20 19:35
by Ace42
krekc wrote:the person who has played cautiously and died only a few times over the course of a game is more valuable than a Rambo who has just charged about and died 20 times being a Vbf2 neb imo-
That might be your opinion, but let's look at the maths of it:

If one guy goes rambo and takes out a cache and gets a couple of kills with 20 deaths, that's more efficient than one squad wiping four times; or two squads both wiping twice - especially given the time and manpower aspect.

Let's look at the flipside of that: INS don't get a ticket penalty. If one guy goes rambo, doesn't kill a single person, but irritates and ties up a squad of 5 people for minutes at a time, even if he's dying like a derranged lemming; he's doing more for the team than the squad of insurgents camping the cache that Coalition troops never even get close to.

The real solution to the "value" of a life is a ticket-economy based game-mode. Where tickets are used to "buy" stuff like assets, vehicles, area-attacks. That way, suicidal people end up not getting air-support, tanks, mortar strikes because the commander can't afford to deploy them - forcing people to consider their life as intrinsically valuable - ditto for the vehicles which are bought.

Re: Value of a virtual life

Posted: 2009-04-20 20:35
by nick20404
Last thing PR needs is more penalties etc. If you don't care about your own life in game than that is your own problem not ours, I don't see why they would have to accommodate you to make you want to stay alive.

Re: Value of a virtual life

Posted: 2009-04-20 21:34
by Rissien
Don't really see why people care about points anyways?

Re: Value of a virtual life

Posted: 2009-04-20 23:14
by JKRMAUI
Points mean nothing to me in game. It's nice to be on top. Team victory is the best thing to make me feel good.


On a personal level, I enjoy every single kill I make. I like to have a positive KD ratio. Mainly because I hope to see as many enemy as I can per death, or at least do something. I hate to feel like I wasted a ticket.