Team-oriented scoring

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Team-oriented scoring


  • Total voters
    21

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
I propose that the current score system of "Kills" be revamped or removed entirely. Here's why.

The ultimate goal of the game is to have at least one person survive each wave until the Patriarch comes along and then successfully kill the Patriarch. If this can be done with everybody having fun, that's the whole point and so much the better.

The current scoring system bases everything on kills, but any experienced player will tell you the person with the most kills - while an asset to the team - is not necessarily the most important player. What about the Medic who is keeping that high roller alive? What about the Support who has kept the back door welded for 7 Waves, thereby allowing everyone else to focus on shooting at what's in front of them?

I propose that Kills be supplanted (if not entirely replaced by) a Score feature. Here is a mockup:

Code:
PLAYER                    SCORE          KILLS          PING

Player #1                  1240           211            85
Player #2                   830           378            72
Player #3                   829           129           142
Player #4                   752           140           299
Player #5                   450           111            23
Player #6                   300            89            57

Score would be a reflection of actions contributing to the team as a whole and not just kills. In this scoreboard mockup, you will notice that Player #1 outscores Player #2 even though he has over 150 fewer kills. That's because Player #1 is a crossbow-wielding medic who has taken down high-value targets (Scrakes, Fleshpounds) and has been keeping everyone alive through heals almost entirely by himself. While Kills would still be shown on the board, they would not be how players are ranked on the Scoreboard.

Here are some examples of possible scoring:

Heal someone: 1 point / 2 health.
Heal someone who is under attack: 1 point / 1 health.
Weld a door: 1 point / 20 door HP
Weld a door under attack: 1 point / 10 door HP
Kill a Clot: 1 point
Kill a Crawler: 2 points
Kill a Stalker: 2 points
Kill a Gorefast: 3 points
Kill a Siren: 10 points
Kill a Husk: 10 points
Kill a Scrake: 25 points
Kill a Flesh Pound: 50 points

Vote in the above poll and voice your opinion, please.
 

Nitronumber9

FNG / Fresh Meat
May 17, 2009
57
0
0
While I do agree with the idea of a global scoring system, I feel as if the scoring system you have done still promotes killing over other team working abilities.
And with the points system your rewarding welding, so I can basicly weld all the doors in a level and get a ton of points for doing it?
 

[TxM]_ChrisT_

FNG / Fresh Meat
Aug 15, 2009
91
1
0
there already is a score system, its just not shown to the players in game. If you observe a server through the web admin, you see score and kills.
 

avp2501

FNG / Fresh Meat
Jul 4, 2009
976
51
0
Lost in the land of Magic
With the way you have it everyone will go sniper and just kills scrakes/fp's.

ps. there might be a new scoreboard in the works. I've seen some new things appear in the editor so you might just get what you wished for.
 

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
While I do agree with the idea of a global scoring system, I feel as if the scoring system you have done still promotes killing over other team working abilities.

10 for a Scrake, 25 for a Fleshpound then. You get at most 3 FPs in a round and a handful of Scrakes. They should be high value because they're a greater threat to the team.

The scores can be bumped up on the healing/welding etc. as well.

And with the points system your rewarding welding, so I can basicly weld all the doors in a level and get a ton of points for doing it?

In theory, yes. In practice, it would be stupid.

My numbers aren't perfect; they're figures I came up with in the space of 5 minutes. The main point is that you are compensated for score for doing things conductive to the team (i.e. welding, healing), but not so much that it's worth it to sit there and weld and unweld doors.

Plus, keeping Kills on the Scoreboard can show you from a webadmin standpoint any suspicious play. People will always abuse the system; that's no reason for the most team-oriented players to be at the bottom of the scoreboard.

there already is a score system, its just not shown to the players in game. If you observe a server through the web admin, you see score and kills.

I believe the "score" that you are talking about is in fact money.

With the way you have it everyone will go sniper and just kills scrakes/fp's.

Moot point, a lot of people do this already anyway. If you could propose more balanced values for their scoring that are fair considering the threat they pose, go for it.

ps. there might be a new scoreboard in the works. I've seen some new things appear in the editor so you might just get what you wished for.

That sounds interesting. One can hope.
 

HaTeMe

FNG / Fresh Meat
Nov 20, 2009
2,675
549
0
Behind You!
I agree that we need a better "score" system, because kills arent always the most important thing. I mean, if you are a sharpshooter with crossbow, you will most likely get less kills if you just sit back and blow the heads off from scrakes and fleshpounds. Still, you are one of the most important parts of the team.

So, they should show an actual score in the scoreboard, and everything from healing and welding to killing different zeds should be rewarded.

Oh and, would it be possible to give some points for the damage done on specimens? Because you could be dealing a hell of a lot of damage with eg. flamer but basically never finish the target (someone else "steals" it) and therefor you get no kills or money? Or Im not entirely sure how it works with the flamer.. Maybe someone can explain if he knows better.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
0
i agree that the scoring system needs a revamp. the score of a player should include and reflect all of the contributions from a player including kills, healing, welding, and donating money. sure that would leave room for exploiting welding and healing, but it could be worked out to make it fair. the most difficult thing would be establishing "score" points for kills. i personally like the idea of basing "kill" score not off of killing each speciman, but points/cash for the amount of health you take away from the speciman.
 

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
Hurm... fairest way to do it, I suppose, is to have it entirely based on damage with a small bonus for kills.

Maybe like... 100 damage = 1 point?

The game can already track damage as evidenced by the perk system.
 

drakioned

FNG / Fresh Meat
Nov 25, 2009
96
1
0
Welding

Welding

I think this is really bad idea.

Under this scoring system, I can weld someone in (to prevent them having kills) or out (where they get slaughtered) and have that contribute to my "score".

Granted, people weld other people in or out all the time, which will affect money, but that system doesn't claim to be reflective of team contribution.

The question that really has to be asked is, given that that goal is survival, why bother displaying kills at all?
 
Last edited:

newguy

FNG / Fresh Meat
Dec 8, 2006
33
0
0
I think this is really bad idea.

Under this scoring system, I can weld someone in (to prevent them having kills) or out (where they get slaughtered) and have that contribute to my "score".

Granted, people weld other people in or out all the time, which will affect money, but that system doesn't claim to be reflective of team contribution.

The question that really has to be asked is, given that that goal is survival, why bother displaying kills at all?

Perhaps the welding system needs to be re-thought? Perhaps this would work: if a teammate is on the opposite side of the door which is being welded AND is X metres away from the door, do not allow the door to be welded.

It can be abused now with or without the points system. I am quite in favour of a points system like that in TF2 since TF2 actually contains teamwork.
 

drakioned

FNG / Fresh Meat
Nov 25, 2009
96
1
0
Perhaps the welding system needs to be re-thought? Perhaps this would work: if a teammate is on the opposite side of the door which is being welded AND is X metres away from the door, do not allow the door to be welded.

It can be abused now with or without the points system. I am quite in favour of a points system like that in TF2 since TF2 actually contains teamwork.

a) Hmm, there are valid reasons for welding a door with someone very near it though. Think biotics lab where there are several pointless doors (the ones with the windows next to them), you might want to weld a door (since specimens will make an effort to take them down rather than necessarily going for the window) whilst someone is standing on the other side. A better example might be if some player is falling behind (or wants to do rambo), has a bunch of stuff on his/her tail, and going to die anyway, it might be worth sealing the door up.

b) I don't think TF2's point system can ported across, since TF2's concept of death is much different from the KF concept of death, that and building, dominations, revenge, all sorta go out the window.
 

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
I think this is really bad idea.

Under this scoring system, I can weld someone in (to prevent them having kills) or out (where they get slaughtered) and have that contribute to my "score".

You can do that now. You can intentionally trap someone by closing and welding a door. You can intentionally weld a door so you get more kills and lock the other players out.

Granted, people weld other people in or out all the time, which will affect money, but that system doesn't claim to be reflective of team contribution.

True enough. Perhaps you should only get points for welding doors under attack?
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,687
851
0
Maine, US
Problem is we need some kind of lean toward kills or else people would do nothing but camp and weld to earn money in the first rounds.

Then we would have a whole mess of new problems to deal with.
 

k_murdah

FNG / Fresh Meat
Jul 4, 2009
88
0
0
CA, where guns go to die
Here are some examples of possible scoring:

Heal someone: 1 point / 2 health.
Heal someone who is under attack: 1 point / 1 health.
Weld a door: 1 point / 20 door HP
Weld a door under attack: 1 point / 10 door HP
Kill a Clot: 1 point
Kill a Crawler: 2 points
Kill a Stalker: 2 points
Kill a Gorefast: 3 points
Kill a Siren: 10 points
Kill a Husk: 10 points
Kill a Scrake: 25 points
Kill a Flesh Pound: 50 points

Vote in the above poll and voice your opinion, please.

I agree with the general idea of the suggestion. Since living's part of the goal here, should add a deaths column / maybe lose points for dying too while you're add it. And giving money is a nice thing to encourage instead of having some jackass sit on $2k.

Adversely since you brought up already a little, you could also either tweak the kill-points so that specific ones (such as stalkers for commandos) give more points or using your class's weapons for the kills gives you bonus points. Or something..dunno. It's not a bad idea just think more needs to be done with improving the scoring system it than what's suggested. Might as well go for broke.

Uh could do a damage column since I'm sure lots of people are always curious how much damage exactly they're doing..or grant points based off of damage with your class's specified weps.
 

k_murdah

FNG / Fresh Meat
Jul 4, 2009
88
0
0
CA, where guns go to die
there already is a score system, its just not shown to the players in game. If you observe a server through the web admin, you see score and kills.

That score system is how much money everone has I believe. That's why when you join and you see someone else sitting out who has just joined you can notice their score is equivalent to your starting cash. I could be wrong..but I believe that was what the "score" is when you view it on the server list.
 

BEEEEEES

FNG / Fresh Meat
Aug 29, 2009
476
42
0
Really like the general idea. To add, though: you should really get some dosh for doing any of the actions outlined. Doesn't have to be much, but it should be there, I feel, in a meaningful amount.

Yes, healing people does give you money, but it isn't bloody much. Welding doors that are under attack should count, too, I feel. And again, to stress, it doesn't need to be a bunch a cash, but it should matter- maybe on the terms of filling up ammo for a gun that has cheap ammo to refill.
 

Foxyfired

FNG / Fresh Meat
Nov 2, 2009
298
57
0
KF-Bedlam
There is strange score because:
we were on bedlam suicidal
-i had 550 kills zeds and its me who kill fp and scrake the most of time > 150 pts
-my teammates which kill 300 zeds and who never heal anyone, never weld a door, never kill a scrake or fp > 1000 pts
AND ^^ (i like this one)
-a teammates which have kill......50 zeds because he dies 30s after the beggining of the wave > 500 pts
-the medic, 200 kills > 1500 pts

first on number kills but last on score.....wtf ? plz :eek:
 

Nin

Active member
Dec 29, 2009
474
81
28
Perhaps the welding system needs to be re-thought? Perhaps this would work: if a teammate is on the opposite side of the door which is being welded AND is X metres away from the door, do not allow the door to be welded.

It can be abused now with or without the points system. I am quite in favour of a points system like that in TF2 since TF2 actually contains teamwork.

TF2 contains teamwork? Not if you go on a 2Fort server.

Oh god the horror.

But I see your point. Just, I've never had anybody using teamwork on TF2 because they're all arrogant-

I'm going to stop there.

Change of subject, I'm not sure about the idea. Generally people should realize themselves this game isn't just about killing and winning the most kills, those who think so need to go back to L4D/L4D2.

We should have a score system, not with kills, but remove the kills and instead, get more money for general actions such as welding and healing.


Off-topic once more, welding constantly to get money could be nerfed by, once a door is at 100%, you won't get any money until it breaks down and reappears the next round, no matter if it's at 50% and you weld it to 100% again.
 

Ihmhi

FNG / Fresh Meat
Jul 7, 2009
401
6
0
36
www.asseater.org
There is strange score because:
we were on bedlam suicidal
-i had 550 kills zeds and its me who kill fp and scrake the most of time > 150 pts
-my teammates which kill 300 zeds and who never heal anyone, never weld a door, never kill a scrake or fp > 1000 pts
AND ^^ (i like this one)
-a teammates which have kill......50 zeds because he dies 30s after the beggining of the wave > 500 pts
-the medic, 200 kills > 1500 pts

first on number kills but last on score.....wtf ? plz :eek:

This is what Gameservers uses as the "score" in the automated rankings.

I believe the score in question is actually the money you've made, but it never subtracts when you spend it. That's why someone could have