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Turn-off VAC
#11

As cracked out as it sounds, the guys right....kind of
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#12

What can be changed about the HLStatsX point to reduce turtling? There is no good way to detect who is turtling.

For example, you might say give bonus points if the kill was in enemy territory. But then the defending team is penalized even though they might not necessarily be turtling.

Maybe give less points if a player hasn't come out of his or her own base for a long time? But then that can be circumvented by just stepping out every once in a while.
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#13

Sure, good points DF. But in some games you get points at an increased rate for being 'in zone' (like a points multiplier). You could also look at points for actually doing the work, like capping. Likewise, there are meds who never leave the base and hump points by getting assists (like the snipers medding) but meds who work to help push teams into the enemy base should probably be rewarded for that work (most good games I've played require the whole team to work to move forward).

Anything that can be done to minimize rewards for laziness and increase rewards for productivity is a big plus.

And nothing is perfect. There are always downs to any up you just weigh out the benefits and try to make it work. I'm not a fan of Hlstats in TF2 with standard settings but I've seen enough to know in the right hands it could be beneficial for more then just brags and point-humps.

That's my theory anyway!
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#14

Turtling is part of the game. There is nothing you can do about it.
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#15

You mean that in an absolute sense, right?

Some demos will always be too inexperienced to do anything but drool grenades off of battlement. But some would notice the difference in points between players who play for points (that is game points) and their own.

I'm just advocating a little creative discussion on the points system because I believe that for whatever reason the points system is probably the number one motivation tool. And I think turtling is a direct response to the layout of the points system.
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#16

There is not much i can see that would stop "turtling" it just happens on certain maps its a given. Depending on map circumstances, one team outskills another, the CPs that are takable, the class being played (snipers,demo,eng are defensive class), or one team has more players before auto balance kicks in. Those reasons i mentioned are not all the reasons for a turtle approach for certain maps but to penalize some one who is playing thier class and doing thier job i do not believe is the idea your trying to promote, it defeats the purpose of different classes and negates each role. Maybe you could beef up the points for a capture of either CP or intel, that would almost assuridly increase the offensive mentality of players while allowing the defensive classes to participate in thier roles. Regardless of the points people like myself dont play for points (that is an individual stat and meaningless in a team based game) i play for the team win and so long as my team wins by either a good offense or defense is no matter to me.
I do think that the points modifiers for medics should be alot higher medics are the difference in a good offensive push just most people (myself included) find medics kind of boring and in most situations are not protected as well as they should be. Maybe boost points (if such a category exists) for defending medics that may entice more people to play medics knowing that the medic class is going to get much needed protection and in doing so may create a more offensive mind set in the players.

thanks for listening
Asai
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#17

I've already increased the points awarded for flag captures and point captures significantly.
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#18

Quote:I've already increased the points awarded for flag captures and point captures significantly.

Ya, I think it might take some time for people to notice but I think it's great. Thanks.
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