[QUOTE=tokamak;403539]
Really if you want me to take this argument seriously, then by all means show me one example where a player needs to be rewarded for doing something else than contributing to the win. When does this even become relevant let alone preferable?[/quote]
All you’re rewarding, as you say, are tangible actions… skill isn’t purely based on tangible actions. You’ve had examples of distinguishable gameplay with relative outcome. Both achieving the same outcome where one is efficient and one is messy. Nothing you’ve mentioned takes that into account because of your apparently made up version of what’s considered skill. We’re measuring individual skill here, it sounds like you only class it as worthy if the outcome was a win, anything else was futile and pointless because it didn’t result in a victory.
Besides, W/L alone encourages team-stacking like no tomorrow. Players will be consistently keeping score of which team is about to win and will try to join the favoured team as soon as possible and failing that, leave the game (it doesn’t prevent the loss, but a game that you’re certainly going to lose is a waste of time in your W/L agenda). XP/min doesn’t have this problem because it accounts for how long you are playing, that’s the weight in your average. It doesn’t count matches, it counts time played. Trying to disconnect and hop to servers where you’re about to win doesn’t help because the time played in that victory is to short to matter enough.
Sorry but a large win modifier won’t encourage team stacking? Steam rolling the opposite team, easy rack of XP then a big reward at the end is just as much encouragement, if not more as the progress rewarded during the match for easy kills, easy objectives will rack up. If anything the XP min will encourage the user to join the winning team as they’re already going to get a little XP for joining the losing team as it is, why not grab as much as you can by joining the winning team?
All possible tangible actions, and yeah the balance between these things definitely needs some thought. Brink messed it up but I think ETQW did a pretty good job at giving each class an equal opportunity to gain the most xp as well as having the right values for each individual action.
Medics at the top most of the time doesn’t sound like ETQW did a pretty good job at all.
The moment a player pursuing the skill indicator leads him to contribute to a victory in the best way he can, and the moment a player contributing the best way he can leads to being recognised by the skill indicator, that’s when this mission is accomplished.
I define skill as doing whatever is the best thing you can do in order to win. This means that no matter how impressive and skilful an action is, if it doesn’t bring your team closer to a win, it should be discounted or even punished.
Your system doesn’t take all factors into account, which has been said I don’t know how many times now and you’re still failing to see this. Again we’ll go with the dyno plant example. 2 guys, 1 goes the long way, announces his presence, gets into gun fights, plants the dyno and wins the game in 2mins losing health and team mates along the way. 2 uses movement agility to by-pass all of that, doesn’t alert the enemy, no gun fights, no damage taken, catches the enemy off guard and wins in a 1 min. You don’t class movement as tangible yet this skill led the payer to contribute to the victory the best way he could and was less of a liability to the team. Player 1 is ranked higher than player 2, isn’t the opposite if what you just classed as a skilled player?
When does an action bring you closer to a team? Whenever it leads to more favourable player/player and player/objective interaction. Why these interactions? Because these interactions are often the most valuable things you can do in order to win a match. What about the few cases they aren’t favourable to win the match? Those cases are discouraged by the outcome modifier.
Aren’t we talking about ranking individuals? 2 players on opposite teams play exactly the same way, earn the exact same XP during gameplay, the rest of the team let one down and he loses therefore doesn’t get the outcome modifier. Now you’re using other peoples performance to determine an individuals skill. Really?