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  1. #1
    Player
    Claustrum's Avatar
    Join Date
    Sep 2012
    Posts
    71
    Character
    Professor Yinny
    World
    Faerie
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Valence View Post
    How do you define "playing well" in measurable numbers?
    You want me to design the system? I can give a rough draft, but it'll still be a bit unfair. An oversimplified version would be whoever does the most damage has a chance to not lose a star, though that would favor DPS. A more complex version would check to see if you're using your abilities effectively. Or something that would make me happy is if someone spends more than half of the match in the base, they lose 5 stars, and the other 4 players on the team lose none.
    (1)

  2. #2
    Player
    Curisu's Avatar
    Join Date
    Jul 2017
    Posts
    1,127
    Character
    Chryden Speakel
    World
    Odin
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Claustrum View Post
    snip
    You know that it impossible to create something like that?
    There are to many variables and different play styles.

    The 0/4/1 tank could be the most valuable contributor to a win by keeping 3 enemy's busy while his team pushes the win.
    The amount of dmg variates depending on the played class, the enemy's job, how the enemy's play, how your team is doing.
    The healing done, well, tough luck for you when you are the squishy target and the enemy's have a good focus on you. You will be that bad player of the team even though you always got chain CCed into the death.
    And I don't want to think about different playatyles between beginners and high ranks.

    It is a impossible task to create something like this in a game with so many variables.
    (1)

  3. #3
    Player
    Claustrum's Avatar
    Join Date
    Sep 2012
    Posts
    71
    Character
    Professor Yinny
    World
    Faerie
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Curisu View Post
    You know that it impossible to create something like that?
    There are to many variables and different play styles.

    The 0/4/1 tank could be the most valuable contributor to a win by keeping 3 enemy's busy while his team pushes the win.
    The amount of dmg variates depending on the played class, the enemy's job, how the enemy's play, how your team is doing.
    The healing done, well, tough luck for you when you are the squishy target and the enemy's have a good focus on you. You will be that bad player of the team even though you always got chain CCed into the death.
    And I don't want to think about different playatyles between beginners and high ranks.

    It is a impossible task to create something like this in a game with so many variables.
    You are correct that a perfect system would be impossible to design. The closest thing I could come up with is that each job would have a checklist of things they could do which gives them a bonus chance to not lose a star. Got dropped to 10% of your health, but you still managed to survive? 5% chance you won't lose a star if your team loses. Did the most damage on your team? Another 5% chance. Used guardian on a teammate who was low on health? Another 5% chance.

    Would this be perfectly fair? No, but it would provide a reason for someone to keep trying even if they keep getting teamed with the same a-hole who gets steamrolled in the first 5 seconds of the match, then goes afk in the base. That's all I really want. One player can ruin a match for 4 others, and there is almost nothing those 4 players can do but seethe for a few minutes, then lose their star and hope they never get teamed with that guy again. Any system which makes it so you can actually DO something even when the game keeps putting you on the team that WILL lose the match regardless of how well you play.

    All I want is pvp to reward you for playing well, even if your team does not play well.
    (0)

  4. #4
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,880
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Claustrum View Post
    You want me to design the system? I can give a rough draft, but it'll still be a bit unfair. An oversimplified version would be whoever does the most damage has a chance to not lose a star, though that would favor DPS. A more complex version would check to see if you're using your abilities effectively. Or something that would make me happy is if someone spends more than half of the match in the base, they lose 5 stars, and the other 4 players on the team lose none.
    If damage alone, or using all my skills was the sole contributor of my success then I'd be top 10 every time.

    The real humility is to reach that point, then understand that you have barely scratched the surface and being able to identify tipping points and valuable contributions, according to your team, the tactical configuration of the moment, and your job, which is in my opinion the hardest thing clarity wise for all players in current CC. You often have no clue why the team collapsed so bad until you carefully rewatch a video to see who is actually fucking up so hard that's not even funny. Or be one of those top rated player veterans that have been doing this for so long that they can instantly tell why.
    (1)