Forum Discussion

areallivehuman's avatar
5 years ago

Possible adjustments to ranked points

The current point system is pretty fair overall, but I think it could still be tweaked a bit. My suggestion is to make the kill/assist points worth half of their current value, add a feature that gives you an assist if you dealt more than half of the damage to a player before their death*, and give points for damage up to 1000 damage dealt. The damage points would mirror the kill/assist points with every 200 damage being worth 1 kill/assist's points. That way you can still get the same point totals as you do currently, and unless you're stealing kills or getting your kills stolen often, your points won't change from what you currently get. This makes it a bit better for situations where you deal 190 damage to somebody and they escape for just long enough that the assist timer runs out, and when your teammate hits them with that final bullet you get nothing for it. 

*To elaborate on the assist changes: if a player heals after you've dealt damage, the amount that they healed is subtracted from your total towards the damage assist. For example, if you deal 140 damage and they use one syringe, the damage assist will only think you've done 115 damage, but you would still get the assist if they die before healing further. If they use two syringes, it would only count you for 90, so you would not longer get the assist if they have level 3+ shields.

I'd really like to see these features added, because ranked is rather frustrating when you are playing pretty well but not actually hitting the final shots and also not getting assists.

Edit to add a graphic, in case anyone is confused or if I did not explain well!! 

10 Replies

  • @areallivehuman 

    I understand why people would want some kind of reward for dealing tons of dmg but at the same time can I see alot of problems with awarding substantial RPs for just dealing damage. It would increase the incentive to farm damage from a safe position and decrease the incentives to make a call to hard-push the enemy squad, for instance when one or two of the enemy's shields are broken.

    And I would personally hate this change in the META. Nightmare scenario would be 5-6 squads standing far away from each other, maybe fortified with Watson/Caustic traps, just farming RPs by trading damage and everyone super reluctant to actually go in for a squad wipe.

    Ive always said that the big damage dealers will ALWAYS IN THE LONG RUN get more RP gain than the small damage dealers. 

  • @areallivehuman There is a major flaw in the ranked system no one ever looks at.

    That is the timer of damage being done. Knowing how annoying it is to break shields hit flesh for this person to die to your teammate say 15 seconds later sometimes sooner and not even get the assist from it? There is the huge downfall to ranked.

    That timer has been killing peoples RP for many seasons and never brought up. Its annoying. No reason at all that when we hurt someone and we chase them down and team gets him for us we dont get the assist from that.
  • NO there are so many instances where you should get an assist but you don't.  The points are fine as is.  Especially with these kill stealers who hide and wait till you do and take the bulk of the damage to come out from hiding and steal your kill.


  • @Irres169 wrote:

    NO there are so many instances where you should get an assist but you don't.  The points are fine as is.  Especially with these kill stealers who hide and wait till you do and take the bulk of the damage to come out from hiding and steal your kill.



    They're getting points anyway, and with the system I proposed they would be getting less and you would get the same amount as you currently would. You deal 180, then they deal the final 20? Let's say it's not top ten yet, so you get 5 points for the assist, and you're only 20 damage away from getting another 5 points for the damage. If one or two of your bullets hit somebody else (which they probably did), then you already have 10 points. Meanwhile, the kill stealer has just 5 points for the kill, and is 180 damage away from getting another 5 for damage. You win, they win less. Did you misunderstand?

  • areallivehuman's avatar
    areallivehuman
    5 years ago

    @Balladalidila wrote:

    @areallivehuman 

    I understand why people would want some kind of reward for dealing tons of dmg but at the same time can I see alot of problems with awarding substantial RPs for just dealing damage. It would increase the incentive to farm damage from a safe position and decrease the incentives to make a call to hard-push the enemy squad, for instance when one or two of the enemy's shields are broken.

    And I would personally hate this change in the META. Nightmare scenario would be 5-6 squads standing far away from each other, maybe fortified with Watson/Caustic traps, just farming RPs by trading damage and everyone super reluctant to actually go in for a squad wipe.

    Ive always said that the big damage dealers will ALWAYS IN THE LONG RUN get more RP gain than the small damage dealers. 


    The damage would be capped at 1000, just like kills are capped at 5. It would hardly change the points at all, except in the case of kill stealing

  • Balladalidila's avatar
    Balladalidila
    Seasoned Ace
    5 years ago
    @areallivehuman

    Yeah but like I said; If you could get 5 kill/assist worth from just dealing 1000 dmg, EVERYONE would literally just stand far away from each other, trading dmg until they capped their RP gain and THEN go for the kills. There would be no incentives at all to take the risk to go for a hard push to wipe a squad.

    If RP gain from damage dealt would be a "bonus way" to gain RP apart from the normal RP gain from kills/assist, I think that 1000 dmg would rather be worth in the ballpark of 1 kill/assist.
  • areallivehuman's avatar
    areallivehuman
    5 years ago

    @Balladalidila wrote:
    @areallivehuman

    Yeah but like I said; If you could get 5 kill/assist worth from just dealing 1000 dmg, EVERYONE would literally just stand far away from each other, trading dmg until they capped their RP gain and THEN go for the kills. There would be no incentives at all to take the risk to go for a hard push to wipe a squad.

    If RP gain from damage dealt would be a "bonus way" to gain RP apart from the normal RP gain from kills/assist, I think that 1000 dmg would rather be worth in the ballpark of 1 kill/assist.

    See the graphic I added to the main post, but it's not a replacement. The kill/assist points get cut in half, and the damage supplements the amount that was taken away. If there's 12 squads left and you deal 200 damage and get 1 kill/assist, you would gain 10 points. With the current system, you would still gain 10 points in that scenario. If you dealt the 200 damage but didn't kill anybody, you would only gain 5 points. 

    Another example: if there are 12 squads left and you've jumped in and hit the last bullet on all of your squadmates' kills and have 5 kills but only 150 damage, you'll gain 25 points as opposed to the 50 you'd gain currently.

    I see your point, but I don't think the majority of people would change their gameplay over it. My average damage dealt per kill is 300, so my points would, on average, not really see a difference. Would I pick up snipers more often? Maybe, but sniping is a play style I enjoy. The people who like to push fights aren't just going to stop or wait to run up that damage counter. 

    Would you change your play style if this change were implemented?

  • Balladalidila's avatar
    Balladalidila
    Seasoned Ace
    5 years ago
    @areallivehuman

    Ah I didnt see that graph and I actually think its an interesting idea for the devs to pick up on (I dont really like the assist system right, especially when you play in in D3+ when every assist is crucial) but it would ofc need alot of balancing and tuning.

    One "problem" off the top of my mind that might cause a lot of unexpected balancing- and meta change issues with such system is ofc that "X damage" isnt the same early game as late game. So to summarize; it would be very easy, almost unavoidable, to fill up your DMG quota worth of RP gain in late game fights but much harder to do so in early game fights.

    Personally, I would probably have changed my play style a little, like making sure to farm 1000 dmg before taking risks hrm.. But anyhow, I like the general idea of such system.