I think there is two opposing things here2. I personally think if you win the fight and they dont, you should win the round. At the core of this game is winning a fight. Health remaining and time taken are perfectly fine tie breakers. But if you KO the defender and they dont. The scoring system should reflect that as the main goal and award you the win. but reasonable minds can disagree with that i think. That's just my personal view on it. I get that point of view, but say there's this situation:A - Wins fight but he's on 1% healthB - Times out, but he got his opponent to 1% health and he ended up on 100% healthOverall, who do you think played better? In a fighting game where the sole idea of the game is to kill your opponents ... B should not win. A should, everytime. Here's what you and people like you don't get. BGs isn't about killing your opponent.Story/Event Quests, AW, AQ, these are about killing your opponent. Only way to move forward.BGs is about SCORING points, and you do that based on your performance in the fight. Sucking your way to a kill has less value than perfectly doing 99% damage. Keep in mind, if timer was longer, he would've finished it off the fight too. The 2min timer is arbitrary. Could be less, could be more in the future. No you're wrong, I do get that is what they want from the mode. I merely saying I think it should be slightly different and winning award you some extra points
I think there is two opposing things here2. I personally think if you win the fight and they dont, you should win the round. At the core of this game is winning a fight. Health remaining and time taken are perfectly fine tie breakers. But if you KO the defender and they dont. The scoring system should reflect that as the main goal and award you the win. but reasonable minds can disagree with that i think. That's just my personal view on it. I get that point of view, but say there's this situation:A - Wins fight but he's on 1% healthB - Times out, but he got his opponent to 1% health and he ended up on 100% healthOverall, who do you think played better? In a fighting game where the sole idea of the game is to kill your opponents ... B should not win. A should, everytime. Here's what you and people like you don't get. BGs isn't about killing your opponent.Story/Event Quests, AW, AQ, these are about killing your opponent. Only way to move forward.BGs is about SCORING points, and you do that based on your performance in the fight. Sucking your way to a kill has less value than perfectly doing 99% damage. Keep in mind, if timer was longer, he would've finished it off the fight too. The 2min timer is arbitrary. Could be less, could be more in the future.
I think there is two opposing things here2. I personally think if you win the fight and they dont, you should win the round. At the core of this game is winning a fight. Health remaining and time taken are perfectly fine tie breakers. But if you KO the defender and they dont. The scoring system should reflect that as the main goal and award you the win. but reasonable minds can disagree with that i think. That's just my personal view on it. I get that point of view, but say there's this situation:A - Wins fight but he's on 1% healthB - Times out, but he got his opponent to 1% health and he ended up on 100% healthOverall, who do you think played better? In a fighting game where the sole idea of the game is to kill your opponents ... B should not win. A should, everytime.
I think there is two opposing things here2. I personally think if you win the fight and they dont, you should win the round. At the core of this game is winning a fight. Health remaining and time taken are perfectly fine tie breakers. But if you KO the defender and they dont. The scoring system should reflect that as the main goal and award you the win. but reasonable minds can disagree with that i think. That's just my personal view on it. I get that point of view, but say there's this situation:A - Wins fight but he's on 1% healthB - Times out, but he got his opponent to 1% health and he ended up on 100% healthOverall, who do you think played better?
I think there is two opposing things here2. I personally think if you win the fight and they dont, you should win the round. At the core of this game is winning a fight. Health remaining and time taken are perfectly fine tie breakers. But if you KO the defender and they dont. The scoring system should reflect that as the main goal and award you the win. but reasonable minds can disagree with that i think. That's just my personal view on it.
If you win the fight and the opponent doesn't, you should get the win no matter what. That's what's fair, true and simple. That's arena you're thinking of.
If you win the fight and the opponent doesn't, you should get the win no matter what. That's what's fair, true and simple.
I think there is two opposing things here2. I personally think if you win the fight and they dont, you should win the round. At the core of this game is winning a fight. Health remaining and time taken are perfectly fine tie breakers. But if you KO the defender and they dont. The scoring system should reflect that as the main goal and award you the win. but reasonable minds can disagree with that i think. That's just my personal view on it. I get that point of view, but say there's this situation:A - Wins fight but he's on 1% healthB - Times out, but he got his opponent to 1% health and he ended up on 100% healthOverall, who do you think played better? In a fighting game where the sole idea of the game is to kill your opponents ... B should not win. A should, everytime. Kabam have decided that this mode is not solely about killing your opponents, it’s about testing skill. You may disagree with that, or prefer it a different way, but that shows that the sole idea of the game is not to kill your opponent. This is the first game mode that stresses skill above anything else, why is that a bad thing? Why is Kabam wrong to stress skill? I do strongly disagree, how is it remotely skillful to die to your opponent.Like I've said before, if 2 heavyweight boxers was in a ring. Boxer 1 played flawlessly for 11 round and boxer played awfully but then boxer 2 lands a dirty uppercut and KO's their opponent in round 12 ... should boxer 1 still win? Or should boxer 2 win? That's how a 1v1 should work.
I think there is two opposing things here2. I personally think if you win the fight and they dont, you should win the round. At the core of this game is winning a fight. Health remaining and time taken are perfectly fine tie breakers. But if you KO the defender and they dont. The scoring system should reflect that as the main goal and award you the win. but reasonable minds can disagree with that i think. That's just my personal view on it. I get that point of view, but say there's this situation:A - Wins fight but he's on 1% healthB - Times out, but he got his opponent to 1% health and he ended up on 100% healthOverall, who do you think played better? In a fighting game where the sole idea of the game is to kill your opponents ... B should not win. A should, everytime. Kabam have decided that this mode is not solely about killing your opponents, it’s about testing skill. You may disagree with that, or prefer it a different way, but that shows that the sole idea of the game is not to kill your opponent. This is the first game mode that stresses skill above anything else, why is that a bad thing? Why is Kabam wrong to stress skill?
If you win the fight and the opponent doesn't, you should get the win no matter what. That's what's fair, true and simple. That's arena you're thinking of. That's every fighting game I m thinking of. Not every mode in the game needs the exact same method of determining winner or how well the fight goes. AQ/Arena has points per win, AW has attack bonuses that reduce each time you die (plus diversity, defenders remaining etc), Questing has a simple “beat this fight to progress”. BGs has a new one, points per different attribute of the fight. This is something new, more exciting, and more skill intensive. It takes more skill to stay at 100% health than to nuke down a fight with Nick fury/Herc in second life/immortality, or by throwing suicides on.
If you win the fight and the opponent doesn't, you should get the win no matter what. That's what's fair, true and simple. That's arena you're thinking of. That's every fighting game I m thinking of.
If you win the fight and the opponent doesn't, you should get the win no matter what. That's what's fair, true and simple. That's arena you're thinking of. That's every fighting game I m thinking of. Not every mode in the game needs the exact same method of determining winner or how well the fight goes. AQ/Arena has points per win, AW has attack bonuses that reduce each time you die (plus diversity, defenders remaining etc), Questing has a simple “beat this fight to progress”. BGs has a new one, points per different attribute of the fight. This is something new, more exciting, and more skill intensive. It takes more skill to stay at 100% health than to nuke down a fight with Nick fury/Herc in second life/immortality, or by throwing suicides on. That s what the nodes and the RNG of choosing champions are for. VS games work like that: You lose the fight, the opponent doesn't, He, wins. For decades now. Of all the arguments to choose, “because that’s the way it’s always been”, is a pretty weak one. Change is not always bad. And this is assuming that you’re correct, and every VS game ever has never once tried to come up with a similar system to this that ranks you based on different attributes of a fight/match up/contest.Not every game needs the exact way of scoring, nor does every mode in that game. Each mode sets you a goal and judges you on that goal, here the goal is different and actually brings in something that has never been measured in MCOC before, health remaining. Because that’s a skill intensive stat- the more skilled you are, the less health you lose. Because of this, the goal that’s being measured is no longer just “KO the opponent”, and that’s new. If your argument is just “I don’t like this because it’s not the way it’s always been done”, then it’s not very strong.
If you win the fight and the opponent doesn't, you should get the win no matter what. That's what's fair, true and simple. That's arena you're thinking of. That's every fighting game I m thinking of. Not every mode in the game needs the exact same method of determining winner or how well the fight goes. AQ/Arena has points per win, AW has attack bonuses that reduce each time you die (plus diversity, defenders remaining etc), Questing has a simple “beat this fight to progress”. BGs has a new one, points per different attribute of the fight. This is something new, more exciting, and more skill intensive. It takes more skill to stay at 100% health than to nuke down a fight with Nick fury/Herc in second life/immortality, or by throwing suicides on. That s what the nodes and the RNG of choosing champions are for. VS games work like that: You lose the fight, the opponent doesn't, He, wins. For decades now.
Ok, you know what? I changed my mind. Keep points the way they are. It doesn't matter anyway. Want to do this a fair game mode? Fix matchmaking. And no, do not match similar PI, number of champions or progressing level, just match people by their input drops. I have 60% parry failing, and half of the time my champions are moving by themselves. I m stuck in Gold 1 and I ll probably stay there. Fix your screwed up game first, and introduce new modes after.
If your argument is just “I don’t like this because it’s not the way it’s always been done”, then it’s not very strong.
I think there is two opposing things here2. I personally think if you win the fight and they dont, you should win the round. At the core of this game is winning a fight. Health remaining and time taken are perfectly fine tie breakers. But if you KO the defender and they dont. The scoring system should reflect that as the main goal and award you the win. but reasonable minds can disagree with that i think. That's just my personal view on it. I get that point of view, but say there's this situation:A - Wins fight but he's on 1% healthB - Times out, but he got his opponent to 1% health and he ended up on 100% healthOverall, who do you think played better? Let's move this argument to AW: which is "better: A - Wins fight but he's on 1% healthB - Times out, but he got his opponent to 1% health and he ended up on 100% healthI'd argue A: you get the attack boost, and move on. The latter you don'tAQ... A, similar argumentLet's look at other content... where there is no time limit.6.2.6 boss: AAbyss/Labrynth: AIn fact while I appreciate that your argument that you "fought better" or at least "drafted better" may very well be right... the idea of which one should "win"... I very much disagree with you.
I’ll say this for the hundredth time - the fight duration points ARE the KO bonus.
Something isn’t right with scoring when I can quit a fight 10 seconds in and win while my opponent busts his butt for 2 minutes , does more damage and times out, That’s less an issue with the scoring and more an issue with quitting or pausing. If someone quits a fight, 0 points. If someone pauses a fight, I’m tempted to say 0 points as well. But if not 0, then a big penalty to their score There are too many situations where pausing the fight can be used to manipulate the fight, and Kabam have said they’re looking into this before. Nick fury second life, you pushed the opponent to sp3, you’re about to take a ton of damage (maybe stuck in the corner) and you pause to preserve your health. I honestly don’t think there even should be a pause button in BGs, because of the ability to manipulate the fight.
Something isn’t right with scoring when I can quit a fight 10 seconds in and win while my opponent busts his butt for 2 minutes , does more damage and times out,