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Post by iw5000 on Nov 13, 2015 9:36:00 GMT -5
So this morning I played a bunch of games and in most of them, I tried VERY hard to not attack the flags. This wasn't easy. So the map 'Havoc' comes up. ( www.theblackopsiii.com/bo3/multiplayer-maps/ ) I deliberately get the Gorgon and just tell myself . . . " thou shall not go on B, at all this game". So I really don't. Not even near it. I deliberately stay back and completely douchebag it up with the Gorgon. This wasn't easy. I think we lost 199-201, but I end up going 35-15, and end up the top guy on my team with three caps. That seemed wrong, seeing how I know two of my random teammates capped (recapped) B at least three times in the game, both of them getting around 7-8 caps. I sort of felt like sh1t (in a gaming sense) The scoring system in Domination is perverse. I was the d1ckhead player not helping in the game, and yet Treyarch rewards me by giving me the most points, most XP on my team, and I think I was 2nd or 3rd highest in the lobby of 12. WTF? This is wrong. Do nothing but play for kills, and while I didn't win .....well, who cares about winning, right? I did though get the real rewards at the end, points and XP to level up. This is completely wrong. The scoring model used in Dom is still the old broken system. It's archaic. +50 for initial cap, +200 for other caps. +100 for kills, +125 ore more for defends, etc.. All that stuff. It hasn't changed in years. What one of these developers NEED to do is open the above up. Think outside the box. All of these Treyarch maps are mostly linear, three lane. B is in the dead smack middle of these maps. The scoring should be done in this manner . . . FIX ONE+50 for initial cap +150 for taking a 3rd flag (you already have two) +200 for taking the other A/C flag, (tied 1 flag to 1 flag) +250 for taking the other A/C flag, while you are behind (down 2 to 1) +300 for initial B cap +350 for taking B . . . while you are behind (any point in the game) FIX TWOpeople respond to incentives, the above would encourage more players/randoms to help. Furthermore, I would add this to really cement things +100 pts per kill when neutral (1 flag to 1 flag) +50 pts per kill, when down a flag (1 to 2) +25 pts per kill, when triple capped (0 to 3) FIX THREEWinning side gets a actual 'win' bonus. A straight up 500 points added to your end game score. So you finish with 2,650 points in a 10 minute game (SpM = 265), your total score now gets bumped to 3,150 points. Your Score Per Minute is now 315. Much better. CONCLUSIONYou do the above, it would immediately make the game less 'kind' to those idiots who jump into Dom games to NOT help, and deliberately just use teammates as meatshields to rack up kills and points. Like I did in my example this morning. The guy getting 35 kills, with no caps, and losing the game? Rather than getting 3,500 pts for his 35 kills, that immediately drops to 1,750 points or so. His SpM drops from 350 spm, to 175 spm. Not so good. His teammtes who goes 15 & 20, with seven caps? Rather than have say around 2,600 pts (1,500+1,100), he's still going to end up with around the same points, 2,500 to 2,700. Yeah, he's losing some points on his kills, but getting them back on the caps. He's not punished in this revision of the scoring. The guys on the winning side? Even the mid tier guys will look a bit better. The mid-tier guy who goes 15-15 with five caps, ahead most of the game? He'll get the 100 pts per kill, plus now higher bonuses for capping. Maybe ending with around 2,400 pts. That will now get bumped up to 2,900 pts with the WIN bonus of +500pts, a spm of now 290 per minute. Maybe you can't change the culture of killing and KD ratio. But people might start responding on the points side of the equation. They see their Score per Minute plummet, and also see their leveling slow down quite a bit, ...that might make some of the douchebags change their behavior.
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Post by Pope Leo VII on Nov 13, 2015 10:23:35 GMT -5
The only two game modes to be played thus far are Kill Confirmed and Domination, and no pun intended domination games played straight up dominate the number of kill confirmed...
Crew has finally figured out this game mode, laying an absolute beating doubling opponents score every game these past few days.
After taking control of B DOM, have one or two players push up on the left and right lane to own 2/3 of the map. With the number of head glitching spots on left/right lanes as well as around B-DOM itself, opposing team is almost immediately spawn trapped.
Biggest issue is the fact, neutralizing flags no longer exists..Opposing teams have little to no chance once you are setup in these spots
In order to combat this control, you need almost a full team to Cap the B flag with our guys in advantageous spots...
Completely agree with you on some of these points..
B-DOM is by far the hardest flag to capture.. reward the team for doing so, hook them up with 300 points
When you are triple capping, increase the time earned exponentially so the game gets over faster... Its boring killing people in spawn over... and over.. and over again
Drastically reducing points per kill for the winning team is punishing them for doing well... Making it impossible to call even the most basic of streaks, UAV..
Love the thread, going to toss this over with the guys and see what I can come back with Monday...
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Post by iw5000 on Nov 13, 2015 10:51:58 GMT -5
Well, to what you said, BO3 is IMMENSELY campier than AW. BO3 also penalizes movement quite a bit (nerfs on stock attach, etc..). BO3 is also more 3-lane orientated and as you mentioned, Treyarch has put a sh1t-ton of Mind Bullets spots all over the map. yeah, there's wall running to get around certain parts of the map, but it's considerably weaker than AW's movement scheme.
For example on how ridiculous the Mind Bullets spots are. Go on the map 'Hunted', C side of the map. About 30 meters off to the side, is a pickup truck. You can lie prone and shoot UNDER the pickup truck, and have a completely clear and unobstructed view of the entire B zone. They'll never even see you. Spots like these, are all over every map in this game. It's a bit ridiculous (but no matter how ridiculous, it will still be better than AW's exo movement scheme lol)
So this is game mode perfectly suited for playing in a group. Especially Dom. Dom should be the ultimate 'sh1t on randoms' every single game type of game mode.....
....which is why when playing solo, I just now pull out if I see three or more people grouped up. I love this new feature. Once people pick up on it, I would think a party of five or six people....will have a hard time of finding games.
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Post by iw5000 on Nov 13, 2015 10:58:33 GMT -5
Drastically reducing points per kill for the winning team is punishing them for doing well... Making it impossible to call even the most basic of streaks, UAV.. Love the thread, going to toss this over with the guys and see what I can come back with Monday... I think you might have misread what I wrote. My suggestions aren't calling for reducing the points per kill, for the winning side. I'm saying the losing side, loses points on each kill. If you are in a neutral flag position (1 t 1, like at the start) or ahead 2 to 1, or 3 to 0, you get the normal points as always. 100pts per kill base, any extra bonuses for defends, etc... It's only when you are down a flag, that your pts per kill start falling. +100 pts per kill when neutral (1 flag to 1 flag) +50 pts per kill, when down a flag (1 to 2) +25 pts per kill, when triple capped (0 to 3) Maybe the above is a bit to harsh? But the above might push losing teams, to focus on getting the 2nd flag back, rather than having most of their team either sit back looking for cheap kills in their own spawns, or just playing the far sides, for cheap kills. The above might force losing sides to refocus on what should be a core goal, getting one of those two flags back, asap.
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Post by illram on Nov 13, 2015 12:04:53 GMT -5
Killstreaks can help cap flags. If you're down a flag (or two) that just makes it harder for the losing side to get back in the game.
I think if you just raised the points for capping all the flags and organized the lobby leaderboard by caps, and removed deaths and any K/D ratio from the leaderboard, you'd have more capping going on.
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Post by iw5000 on Nov 13, 2015 12:19:33 GMT -5
Killstreaks can help cap flags. If you're down a flag (or two) that just makes it harder for the losing side to get back in the game. I think if you just raised the points for capping all the flags and organized the lobby leaderboard by caps, and removed deaths and any K/D ratio from the leaderboard, you'd have more capping going on. What you say makes sense in theory. But the reality is, most of the people who are getting the killstreaks (on the losing side), typically are people who aren't interested in doing anything to help the team. Joe Killwhore, who is running the side map, working back spawns to get some score streaks going .... He's not going to be coordinating lightning strikes or Rolling thunders in or around a B flag, to help clear it out. He's dropping that in the rear, by the spawns. There's also a catch 22 there. To clear the B flag, one has to FIRST kill the enemies, around the B head-glitch spots. Brute force capping, rarely works unless in a group (and using smoke, etc..). Trying it solo? Instant death, unless you get freakishly lucky. So you need to move beyond B....and then work the area beyond it. The rooms next to it, the ledges above, nearby, etc... To do so, requires your team's kills, > enemy team kills. Get a +3 or more advantage there as a group in any 10 second cycle, .....that's typically enough to put the other side on their heels spawning in the back. Requiring them the 10 seconds or so to race back = enough time to cap B. The catch 22 to it all is that by doing the "Clear B" tactic...you are then taking on more risk, thereby making high killstreaks harder to get. The two goals, are not compatible. So with that, the typical big scorer killwhore, he's NOT going to go do the B area on average. Watch any big killer YouTube video. They avoid these areas like the plague. Flank fast, get a random kill or two, get in behind, pick up easy kills, work the spawn,....then work back. Rinse and repeat. The recipe for high KD's in Dom isn't a big secret.
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Post by illram on Nov 13, 2015 12:53:01 GMT -5
Just small streaks are still important. You're preventing even UAV's and care packages for the losing side, which don't really require much. Or you could be losing, cap B, then lightning strike it right after to catch the other team trying to take it back. And you got that lightning strike while you were losing.
I disagree about Rambo'ing B--depending on the map (and some luck) it can work. Some maps have good hiding spots, where if you know there are multiple players tactical loitering in mind bullet spots directly in front of the flag, you can stick cap B and remain unseen. Even when my team is filled with useless killwhores, they sometimes like to sit around B to pick people off because that's where the action is, so if I think they can guard my flank I'll risk it even if I know there are 3 or 4 guys just sitting on the other side of the flag. One of them needs to actually run up on you or flank you to stop you. People rarely risk running up on me in that instance, usually they try and nade me first.
For instance on infection and stronghold you can cap B by just lying prone on the corner of the circle behind the concrete barrier and no one on the other side can see you. If you can make it to those spots without dying you can usually cap it, assuming no one flanks you.
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Post by orvy on Nov 13, 2015 15:43:07 GMT -5
I'll tell you straight up in the nicest way possible it will make domo worse to change the scoring system.
It doesn't matter how many points you make that cap worth with a player like myself can drop 60+ gun kill in a game. And you wouldn't have those 8 caps if not for that. Here's the deal:
1.) Players who scream ptfo and throw themselves at the objective with no regard to staying alive are MORE of a detriment to a team than anything else. You can flame the back C/A campers all you want but comp players have a name for it, and a role which is most important; it's called ANCHORING. It does not matter how many times you cap, in fact it's the opposite, high cap games are games that are going BADLY. Capping gives you points but it doesn't give your team points, therefore:
2.) The players who are "douchebags" are trying to maximize their xp per game. If you change scoring system to make the flags worth more you will then see players intentionally giving up flags just to kill the capper right after and re-cap it, all the meanwhile the enemy team has caught up slightly and you're still right where you were and next:
3.) Now we would have instead of a solid anchor preventing the back from being flanked, now we have a bunch of ptfo kids who are objective happy chickens with no thumbs and no heads being REWARDED for their terrible play "oh yeah man i got 0 kills died 70 times BUT I GOT 6 CAPS! (How long did you hold each cap? OH IDK MAYBE 5 SECONDS...TOTAL?, and a group of players abusing the system to max their score.
It's actually better to reward people for killing, as killing is a usefully neutral/partially beneficial thing to be doing thing in any objective game mode. Killing is a means to an end. If they're going to kill me? Kill them. If they're going to try and cap? Kill them. If they're going to go for map control? Kill them. We have them spawn trapped now? Keep them there. There are very few instances in which killing all 4-6 players ISNT to your maximum benefit, and in these situations is where the mindless killers lose games. Uplink comes to mind, kill all 4 and you force weird spawns when you cap whereas kill two and now they all spawn close to each other; easier to then clean them up.
Let me be blunt for a second and say that you're not losing games because of the guy that's 40-10. No matter where he is be it B, A/C anchoring, back of the map, on a flank, he's either providing a significant amount of map control or preventing caps or adding to the spawn trap, normally the latter two. It's not a pointless kill until it causes a detriment to the game, i.e. the mindless Foxtroting drones sprinting at their home flag "rushing cuz its skill man ptfo" and killing their team only to force the spawn to mid map, or killing people while way way WAY overextended in CTF.
You are losing games because your caps dont matter. You are losing games becauae you dont know how to control, cap, kill, and spawn-trap properly.
Now all of this doesn't look as pretty and neat in pubs as it does when rly good players do it but you can see it happening if you pay attention and the team that better performs all the roles is the one that wins.
Stop holding your sprint button, ya gosh darn golly gee whiz jetpackers.
You might very well know how to do all this stuff im just using the word as a placeholder
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bradman
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Post by bradman on Nov 13, 2015 15:55:37 GMT -5
Now we're cookin'...
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Post by illram on Nov 13, 2015 16:11:39 GMT -5
No one is saying kills are bad. Domination is a game of map control. Map control necessitates killing people. But if you are not controlling B and a home flag, map control is difficult or sub-optimal. I salute the 40-10 murderers with 12 defends of the B flag I took. Get on with your bad self.
If you're just holding down some useless alley or prowling around their home flag and flipping the spawns, lame. Stop doing that.
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Dumien
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Post by Dumien on Nov 14, 2015 3:10:40 GMT -5
I will say that a majority of the BO3 maps are three laners with a pathway to the middle area from each side lane (infection being the strongest example). This makes it an exceptionally strong strategy to hold left and right lane with heavy campers and keep pressure on the middle with the majority of your players (ALA MW3's Interchange) In my limited Dom play for this game I did notice that won games were won by side lane control since it makes the middle fight more more linear (for your side, but not for the opponent that doesn't have side lane control). It also make a destabilizing spawn flip much more difficult.
This is in direct contrast to BO2 where many maps were triangles with a cap rewarding system that lead to the puking of VSAT/DOG/Swarms. Back then I was totally in favor of rewarding constant caps, but that was only because the maps (and more importantly, flag locations) encouraged that sort of play. I'm not so sure here.
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Post by ChloeB42 (Alexcalibur42) on Nov 14, 2015 3:55:38 GMT -5
I agree to some extent, but there's absolutely a significant difference between anchoring, slaying, controlling the map etc... And playing TDM in Domination.
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Post by lazy on Nov 15, 2015 6:32:41 GMT -5
Back in BO1 quite often i would go negative but be top of the leader board, due to most caps/defends and we would win due to me "knowing" how to pto not just running blindly onto B.Without blowing my own trumpet we would not have won,if no one caps you can't win dom. Possibly back then there were less arse holes playing, definitely grenades were better back then which certainly helped cap and defend.So my solution would be to not show any K.D. or any kill stats for objective game modes anywhere in game, unfortunately this would be detrimental to some players who like to check stats but it might help put players who like K.D.in the right game mode.By the way I haven't even bought it this time around I knew it wouldn't have a decent connection even though they were talking about dedicated servers, and for me now i just don't think I can take anymore of the player base doing weird shit instead of playing the actual game, even kill whoring is better than some of the shit they get up to.
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Post by lackingdamage on Dec 14, 2015 11:37:02 GMT -5
So this morning I played a bunch of games and in most of them, I tried VERY hard to not attack the flags. This wasn't easy. So the map 'Havoc' comes up. ( www.theblackopsiii.com/bo3/multiplayer-maps/ ) I deliberately get the Gorgon and just tell myself . . . " thou shall not go on B, at all this game". So I really don't. Not even near it. I deliberately stay back and completely douchebag it up with the Gorgon. This wasn't easy. I think we lost 199-201, but I end up going 35-15, and end up the top guy on my team with three caps. That seemed wrong, seeing how I know two of my random teammates capped (recapped) B at least three times in the game, both of them getting around 7-8 caps. I sort of felt like sh1t (in a gaming sense) The scoring system in Domination is perverse. I was the d1ckhead player not helping in the game, and yet Treyarch rewards me by giving me the most points, most XP on my team, and I think I was 2nd or 3rd highest in the lobby of 12. WTF? This is wrong. Do nothing but play for kills, and while I didn't win .....well, who cares about winning, right? I did though get the real rewards at the end, points and XP to level up. This is completely wrong. The scoring model used in Dom is still the old broken system. It's archaic. +50 for initial cap, +200 for other caps. +100 for kills, +125 ore more for defends, etc.. All that stuff. It hasn't changed in years. What one of these developers NEED to do is open the above up. Think outside the box. All of these Treyarch maps are mostly linear, three lane. B is in the dead smack middle of these maps. The scoring should be done in this manner . . . FIX ONE+50 for initial cap +150 for taking a 3rd flag (you already have two) +200 for taking the other A/C flag, (tied 1 flag to 1 flag) +250 for taking the other A/C flag, while you are behind (down 2 to 1) +300 for initial B cap +350 for taking B . . . while you are behind (any point in the game) FIX TWOpeople respond to incentives, the above would encourage more players/randoms to help. Furthermore, I would add this to really cement things +100 pts per kill when neutral (1 flag to 1 flag) +50 pts per kill, when down a flag (1 to 2) +25 pts per kill, when triple capped (0 to 3) FIX THREEWinning side gets a actual 'win' bonus. A straight up 500 points added to your end game score. So you finish with 2,650 points in a 10 minute game (SpM = 265), your total score now gets bumped to 3,150 points. Your Score Per Minute is now 315. Much better. CONCLUSIONYou do the above, it would immediately make the game less 'kind' to those idiots who jump into Dom games to NOT help, and deliberately just use teammates as meatshields to rack up kills and points. Like I did in my example this morning. The guy getting 35 kills, with no caps, and losing the game? Rather than getting 3,500 pts for his 35 kills, that immediately drops to 1,750 points or so. His SpM drops from 350 spm, to 175 spm. Not so good. His teammtes who goes 15 & 20, with seven caps? Rather than have say around 2,600 pts (1,500+1,100), he's still going to end up with around the same points, 2,500 to 2,700. Yeah, he's losing some points on his kills, but getting them back on the caps. He's not punished in this revision of the scoring. The guys on the winning side? Even the mid tier guys will look a bit better. The mid-tier guy who goes 15-15 with five caps, ahead most of the game? He'll get the 100 pts per kill, plus now higher bonuses for capping. Maybe ending with around 2,400 pts. That will now get bumped up to 2,900 pts with the WIN bonus of +500pts, a spm of now 290 per minute. Maybe you can't change the culture of killing and KD ratio. But people might start responding on the points side of the equation. They see their Score per Minute plummet, and also see their leveling slow down quite a bit, ...that might make some of the douchebags change their behavior. Couple key points which are missing 1, Flag position - Most flags are small tiny spots with little to no cover with loads of lines of sight. 2, Flag point system - Most of the time not worth getting that 3rd flag when you can control the spawns and pin people down plus handy dany instant respawn 3, Instant respawn - Means death does not matter 4, Death does not matter you can go horribly negative and win games, seen people on YT win games within getting single kill. 5, Killstreaks rewards the rich and hurt the poor can help swing the game 6, Map design - Loads of killzones 7, Suffers from general forumla failures of CoD as gamemode Want to change the culture of K.D/Score need to remove the scoreboard and killstreaks for starters let players go with support role or aggressive role instead of pinning them into one style. Started to play CoD during MW2 quickly noticed the above points reason why I kept playing Dom was due to controlling the spawns. Easier to get kills and well good games.
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wittyscorpion
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Post by wittyscorpion on Dec 14, 2015 13:04:43 GMT -5
iw5000: yesterday was only my second or third extended sessions of playing DOM with our DOM friends. One thing I am unclear is what strategy the group has (loosely) agreed on. Is it Plan-1: Cap 2 flags and hold, to contain enemy team spawn on the third flag? or Plan-2: Cap 2 and squeeze into the 3rd flag to cause spawn flip and then cap? Seems to me latter is what we are doing? In one game I had 8 kills, 4 deaths, 2 caps, and 0 defends at the half, and I was blamed for poor performance . that's partly true because I have not played this game extensively and am still pretty noobish on how to play DOM on certain maps. It is also partly because I am assuming our plan is cap and hold, and I was just roaming around B flag. If Plan-A is what we are going with, I will either go with groups to get into the 3rd flag territory, or be more mindful about the spawn flip when roaming around B.
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Post by illram on Dec 14, 2015 14:19:51 GMT -5
I've never done it, because I have never played with a team on Dom really, but I always thought spawn trapping was the best way to secure victory. It is sort of cheap, but your opponent is literally trapped. The only reason I could see for not doing it is either the map spawns are well constructed or you just cannot execute.
Holy shit, equipping smoke and trophy system is amazeballs. It's a solo must have for B cap suicide runs.
My go-to dom class: smoke, trophy system, SMG of choice w/ laser for run and gun shenanigans, flak jacket, tac mask, hardwired, awareness.
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Post by noscreenname on Dec 14, 2015 14:43:00 GMT -5
The general consensus (for people I have played with since cod4) was to always spawn trap and get high kills while at it.
With the spawns flipping easier in bo3 right now, we have just been spinning it around pretty often like on maps like Combine. Still getting kill-streaks and keeping a heavy presence in the B area. Almost every map has plenty of headglitches near B.
The maps that are slightly larger need to keep the trap: like Infection and to some extent Evac.
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Post by iw5000 on Dec 15, 2015 8:59:45 GMT -5
iw5000: yesterday was only my second or third extended sessions of playing DOM with our DOM friends. One thing I am unclear is what strategy the group has (loosely) agreed on. Is it Plan-1: Cap 2 flags and hold, to contain enemy team spawn on the third flag? or Plan-2: Cap 2 and squeeze into the 3rd flag to cause spawn flip and then cap? Seems to me latter is what we are doing? In one game I had 8 kills, 4 deaths, 2 caps, and 0 defends at the half, and I was blamed for poor performance . that's partly true because I have not played this game extensively and am still pretty noobish on how to play DOM on certain maps. It is also partly because I am assuming our plan is cap and hold, and I was just roaming around B flag. If Plan-A is what we are going with, I will either go with groups to get into the 3rd flag territory, or be more mindful about the spawn flip when roaming around B. Who blamed you for poor performance? WTF? Fvck them. That's silly. I don't remember you playing poorly and if you had a bad game, so what. Most everyone has them. To answer your question . . . I have no clue. Was it the GW games? Or 6v6? I can't remember. If memory serves me correct, based on who we were playing with, I'm sort of thinking the strategy was this. One or two guys were playing to get max points as they heavily fuss over SpM. Probably another guy or two was playing to make sure their KD ratio stayed up, and the rest of were just doing their own thing. So everyone looking out for their own self interests, and that probably being enough to win most games easily. It seems like whenever I play recently with friends/groups, ...I guess the common tactic (I use that loosely), if I had to come up with one from your above list, is your 2nd option. Get two flags, and then get out in front of B, push for kills/points, and then if it flips, get the points for the cap. It's Treyarch, they track SpM, so a lot of people fuss over that now. Small maps flip easily (Combine), bigger maps the above process tends to go a bit slower (Infection) In the above environment, it pays no good to sit back on your own side of the B flag.
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wittyscorpion
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Post by wittyscorpion on Dec 15, 2015 13:16:58 GMT -5
I don't care much about the blames, just want to make sure that I am in line with what the team is trying to do as a group and am not messing up things.
After reading your post I have a pretty good idea: take B, protect B, be mindful of the spawn flip and get ready to turn around.
As long as the spawn flip is immediately communicated, should be fine when playing against randoms. If the other team is also organized, it should be pretty obvious and our group is fairly good at converging on team interest over individual fun.
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Post by flatulentmonkeys on Dec 15, 2015 14:05:11 GMT -5
^^ That's what makes HC Dom so frustrating for me. It's very difficult to know when the flip is coming and I end up getting shot in the back a lot. In core I can use the radar to track my teams spawns and can visually see when the flip is going to occur.
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Post by lustindarkness on Dec 15, 2015 14:48:48 GMT -5
^^ That's what makes HC Dom so frustrating for me. It's very difficult to know when the flip is coming and I end up getting shot in the back a lot. In core I can use the radar to track my teams spawns and can visually see when the flip is going to occur. This.
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Post by TheHawkNY on Dec 16, 2015 10:19:50 GMT -5
Reducing your score earned for having less flags would not only cause issues with streaks, as others have mentioned; it would cause massive issues with leaving games in progress. Why would I stay in a game where my SPM gets tanked by 50% because my team sucks, and then even worse because they're feeding the opponents' streaks, and we can't even earn a UAV?
Here's a thought on how to encourage people to PTFO - change the way the team score is represented in game. Most people can't do the mental math (and frankly, you shouldn't need to) to know when you'll need to capture B soon or you'll lose, or when you need to triple cap to win. I suspect even a simple change like changing from "counting up TO 200" to "counting down FROM 200" would have a measurable increase in objective play.
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Post by lackingdamage on Dec 16, 2015 12:19:51 GMT -5
Reducing your score earned for having less flags would not only cause issues with streaks, as others have mentioned; it would cause massive issues with leaving games in progress. Why would I stay in a game where my SPM gets tanked by 50% because my team sucks, and then even worse because they're feeding the opponents' streaks, and we can't even earn a UAV? Here's a thought on how to encourage people to PTFO - change the way the team score is represented in game. Most people can't do the mental math (and frankly, you shouldn't need to) to know when you'll need to capture B soon or you'll lose, or when you need to triple cap to win. I suspect even a simple change like changing from "counting up TO 200" to "counting down FROM 200" would have a measurable increase in objective play. 200 points total Flag cap earns you -15 off the score for every second, every death is -1 Something like battlefield does could work but problem is the mode broken due formula and map design.
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wittyscorpion
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Post by wittyscorpion on Dec 16, 2015 13:23:02 GMT -5
In Halo 5, the equivalent of DOM is called "Stronghold", and it works as follows:
1) A team can only earn points when having 2+ flags; 2) The points earned per unit of time is constant, does not matter whether the team have 2 flags or 3 flags;
In other words: 0 or 1 flag -: no points, 2 or 3 flags - 1 point per unit of time (1 second I believe).
Simple and straight forward, and IMHO effective in encouraging team work:
1) camping at home flag is pointless (literally); 2) triple cap is not necessary, but can be situationally effective for insurance purpose; 3) no matter how much a team is behind, they can always come back as long as they can hold 2+ flags, even if they are down 0 to 99 (100 is the wining score);
Not saying CoD should change to that (because CoD players are much more motivated by individual performance and satisfaction when playing, due to KDR, SPM, earning scorestreaks, earning specialist, etc), just potentially interesting for this "scoring" mini discussion we are currently having.
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