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Suggestions / Re: Rewards Suggestion: Performance Based Rewards
on: December 19, 2017, 06:35:07 PMWhat if the "Suicide guy" actually was the only one in your team who did the mission objectives and died all the time just because the rest of team kept randomly shooting infinitely respawning mobs without any actual contribution to the mission progress?So for you the objectives is only to kill antagonist ? (i didn't say the 2 others players and myself was concentrate only to shoot at npc, i kill the antagonist 8 times and the 2 others kill him too, many times compared to the suicide guy, who's kill it only 2 times, but i'm here for say who's have the big one, only if he not leave, we win, but just because he was the host, when we migrate we have to restart all the wave at only 3, so maybe the antagonist was too much concentrate on kill him easily, for boost he's score too, and yes it's help hus to kill the antagonist with traps and anbush, but after he understand owr tactical when he have the possibility to restart he was more "good" for anbush him and he was concentrate at shoot the protector to finish the most quickly the mission after this).
It is rather impossible to evaluate someones performance in the game where mission goals aren't exactly just "go from point A to point B, kill everything that moves in the process and the dude with best kdr is the king". This actually is one of those rare games where team play matters and the outcome of the mission can't be decided by just one player.
I just can't imagine any kind of algorithm on how to evaluate single player performance in RotBP.
There are many things who's can be, to evaluate solo players performance (like how much time you survive with aleph/and with max aleph, kill assist, do the objectif of the mission, how much time you kill the antagonist, how much time he kill you,...) and many things who's can't be implementate too (like cover a players when he try to restore his life because he rush just like he was invincible and he was trap by so much npc,...).