Incentive for attacking / Reward system

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Taisenki

FNG / Fresh Meat
Sep 7, 2010
137
77
0
Oh wow, when did Ostfront get stats like HoS will have? :rolleyes:

Never played Ostfront =)

Played Resistance and Liberation. People seem more than willing to charge in and attack.

I assume Ostfront still has "stats" on a per game basis. Pres Tab - See kills and Deaths. This also seems to cause a problem of people trying to get big numbers than the funwin.
 

<animal>INSTINCT

FNG / Fresh Meat
Aug 20, 2007
471
155
0
Running into a mushroom cloud
I'd prefer to have a 'combat rating' system completely replace the score system as incentive for players to do their job. So instead of players just bolstering their scores by hanging back and camping while taking pot-shots, reward players for doing their job by giving them a grade out of 100. Assault class gets better scores if they spend more time in capzones, kill enemies who are in the capzones, and actually cap objectives. MG class gets better scores by suppressing enemies and having a high K/D ratio.

By having people recieve a 'grade' instead of scores, it becomes less about point-farming and more about doing your job every time you spawn. It gives people more of a goal to reach for, as opposed to trying to out-do everyone else on your team by having the most points.
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
I'd personally prefer to have a rating system where players rank other players. And the system made in such a way that ranks of players that you see the most and are in your friends list affect you the least.

So that to get good stats you primarily need to end up impressing people you've never played with before. This stops for instance clans from being able to rate up their own members.

While for instance players that communicate well in a non dick matter get uprated even if they don't kill that well.
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
851
0
Maine, US
The question with ratings I suppose would be is that enough to promote the right kind of teamplay the game requires? And with a player-based rating system, what's to stop people from exploiting that?

I think RO needs to keep things basic with its scores. People tend to fill in the gaps as far as class needs go. If the assault trooper group isn't getting things done or can't get things done, riflemen and others obviously could pitch in, and such class based ratings can't account for all of that.

If your team can't get itself together and attack, completing the game's most basic objective, I don't think any amount of extra incentive will convince them to get moving. RO is already a game that can't be won by simply farming kills, whether the point farmers like it or not.
 

aD.Luoson

FNG / Fresh Meat
As I said multiple times: sometimes 2-3 people that went behind the enemy lines and cut off their reinforcement for a few seconds are doing much more for their team than rushing and dieing at the cap zone.
Please, don't think that people which are not in the cap zone the moment you are there, are camping at the spawn... And don't try to handicap the roles which are not supposed to be in the cap zone in the first place, like MGs, Snipers and tank crew.

Mate i am just expressing an idea for the op, at no point did i state my own personal opinion on what is considered good for the team or did i say anything about spawn camping?. Really you are going off on some random rant at me about something i didn't even say.

I have stated in the past in previous threads that it's not all about capping points for team work.. Also i am not suggesting handicapping any class, i said that you still get xp points for kills just more for a cap.

You are going to have to realise not all classes are going to be created equal and some will excel better then others
 
Last edited:

SCandChives

FNG / Fresh Meat
May 5, 2011
311
83
0
New Zealand
Mate i am just expressing an idea for the op, at no point did i state my own personal opinion on what is considered good for the team or did i say anything about spawn camping?. Really you are going off on some random rant at me about something i didn't even say.

I have stated in the past in previous threads that it's not all about capping points for team work.. Also i am not suggesting handicapping any class, i said that you still get xp points for kills just more for a cap.

You are going to have to realise not all classes are going to be created equal and some will excel better then others

I see what you mean now. I just don't think it's fair to give more points for capping when there are some classes that capping should be almost the last thing on their minds.
But perhaps some classes could get more points for caps than kills (assault etc.) and some get more for kills than caps (snipers, mg's etc), for some it would be equal and some classes (engineers?) get more for other tasks.
Keeping it simple as Reise said might just be the best option.

To Devs who may be reading this: care to wade in on this and tell us exactly whats happening?:eek:
 

Devil_Inside

FNG / Fresh Meat
Mar 7, 2007
690
122
0
Moldova
I see what you mean now. I just don't think it's fair to give more points for capping when there are some classes that capping should be almost the last thing on their minds.
But perhaps some classes could get more points for caps than kills (assault etc.) and some get more for kills than caps (snipers, mg's etc), for some it would be equal and some classes (engineers?) get more for other tasks.
Keeping it simple as Reise said might just be the best option.

Exactly my point.

And aD.Luoson, I'm not going off on a random rant. I stated a problem with rewarding only those players that cap and you ignored that twice.
And you do handicap some roles, as they will always level up slower, just because they are not meant to cap, which I believe is a design flaw.
 

Snuffeldjuret

FNG / Fresh Meat
Jul 6, 2010
1,786
373
0
Goteborg, Sweden
Battle rating is a nice concept. Feels a bit more mature than regular score I'd say.

But as someone wrote earlier. Whatever rating or score system you have that is designed after the role you have. If you need to play different as your team is not doing what they should, then you should not through score/rating be punished for doingwhat you can to assure victory. A universal scoring system that gives every class equal score when doing their native role would be optimal, as if you can fulfill another class' role properly, you would get the same score =).
 

Zetsumei

FNG / Fresh Meat
Nov 22, 2005
12,458
1,433
0
33
Falmouth UK
what's to stop people from exploiting that?.

You can never stop exploitation of any rating system. The key is to design any ranking system such that exploitive behaviour, does not hurt the team and preferably actually helps the team forward.

Which is my primary issue with using K/D ratios as a base for rankings, as the exploitive behaviour is to play very secure and defensive which stops people from advancing, which can already be an issue right now.

With a kills/hour ratio when people exploit and maximize it people will try to kill more people in a shorter time span. Overall this helps the team. And in case of fear of ramboing a combination of K/D and K/H ratio could be used.

Another is capping, in RO1 a lot of people cap a zone and then immediately leave the capzone without properly defending it. So a reward system for capturing should not only reward capping but defending as well.

-----------------

The key for me is for ranking systems to include the most obvious exploitive matters and add that in the ranking system.

With K/D ratios the easiest way to exploit is making 1 kill every 5 minutes, without taking any risks. Add in a factor that looks at how many kills someone makes in a minute and that exploit won't work any more.

With capping the easiest way to gain loads of points is by capping and quickly going to the next cap zone. If people get rewarded for defending a cap-zone, then there could be much less of an reason to leave a cap-zone undefended.
 
  • Like
Reactions: u-s-e-r

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
I'd prefer to have a 'combat rating' system completely replace the score system as incentive for players to do their job.

+1 If there would be a way to implement this effectively, it'd be the best solution.

I've always been a fan of turning off server side all K/D scoring systems in any game I've played. It completely changes many players motivations and the guys who only want the be the one at the top of the list go elsewhere.

It interesting that while a points system is available in game in ARMA, I've never once heard anyone mention theirs or any others score. The fun is all about the experience and completing the objective(s), scores are meaningless there. If the gameplay is well done in HOS, I think you could find a similar situation.