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Re: Why arena ranking promotes selfish play | |
Posted By: wolfman <mengley@hotmail.com> | Date: 10/5/10 4:20 p.m. |
In Response To: Why arena ranking promotes selfish play (Cody Miller) : The problem comes with minimizing deaths. In team slayer, when a teammate : dies this is bad for you, and bad for the team since the team's overall : K/D ratio falls. However in arena, this has no effect at all on your : individual K/D ratio, since a teammate's death has no affect on that. : Thus, in arena a player has no incentive to protect his teammates and keep : them from dying, whereas in team slayer he does! : This is a divergence is goals! Every second you spend keeping a teammate
: Discuss. I think talking about death's contributions to your ranking is a very roundabout way (as you get to in your last paragraph) of pinpointing the real issue. Assists may be equally valuable from a calculation standpoint as Kills, but they're ironically much more difficult to get, given the weapon damage of the DMR and the 40% bar to clear before you'll get some credit. Since it takes 5 shots to kill with the DMR and you have to land 3 shots to do enough damage for an assist, you'll never get more than one assist/kill for a team -- the incentive to teamshoot is way, way lower, since the odds of getting an assist with your one or two shot contribution are so small. Drop that percentage to 20% or lower would help a lot more than adjusting the " - 1/3D " portion of the ranking calculation, I think. I'd be curious to hear why Assists aren't calculated the same way they were in H3, where a smaller contribution will still count. You're never going to see those crazy good teams showing Assists equal to or above Kills for all players, which I think is a truer reflection of the reality.
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