The points system needs to be reworked in battlegrounds...
Dangerx17
Member Posts: 126 ★★
I felt I should've won this, there should be a thing similar to aw where when u get a kill u get a bonus amount of points like in aw when a bg finishes and gets rewarded 30k extra points. The fact that u could not finish your fight but still win doesn't seem right to me
3
Comments
You got your fight bonus for KOing an opponent under Fight Duration.
Any point system you suggest will have a lot of flaws, because there is a lot of nuance and variability that goes into fights. And to create a system that accurately captures all of those intricacies would take so many different parameters and be so complex that nobody would be abler to follow how it’s created by glancing - if it’s even possible.
They chose Warlock as their defender so I picked Odin to Attack Warlock. I was thinking oh this will be easy.
Well it turns out that their Warlock was Actually Magneto smh.
Went in there with no Class Advantage and was Magnetized.
War has a clear objective. KO the defender in the time given or receive a fixed penalty. War doesn't care how much health you lost doing it.
All the intricacies you talk of is exactly why a detailed scoring mechanism will never work in a game over 200 different variations and combinations of champion ability. There's always going to be some one upset cause they feel kill speed or health remaining or defender health is more/less important and the perspective on that could shift between fights depending on which champs were in the match up. Some cases it might be more impressive to have finished without taking a lot of damage. Other cases (vs tanky def) it might be more impressive to have faster clearance time. The skill required will vary between fights and the champions involved so it's dubious there will ever be a "fair" way to score it.
My vote would be for default wins/loses if you beat the defender and your opponent did not or died to the defender and the opponent did not. That's a much clearer objective in my book, then healthpools & time only become a tie breaker during matches where the outcome was the same for both players
I think because of the line that I quoted, (and I’ve said this idea a few times on the subject of scoring) is that the best way to score BGs is to have seasons where the scoring works differently each season, to encourage different and new kinds of play.
One season we can go for your preferred way, and make it a simple “whoever KOs the opponent wins” with the clearer objective you describe. Next season, go for points scored like we do now and let people strategise and use different champions, then do one where time taken is really important and that’s what matters so you want fast champs, then make attacker health remaining important so you want to bring tanky champs, or regen champs or perfect counters even if they’re slow.
I just think there’s so many potential fun and challenging ways to score this, why stick to one? Why not make seasons themed to encourage new and exciting ways to play?
Player 1
90% attacker health remaining
Fight done in 20 seconds
Player 2
90.1% attacker health remaining
Fight done in 119 seconds
Player 1 loses that in your proposed system. Do you think that’s fairer than you finishing a fight 16 seconds slower, but with 10.7% more health?
The issue with time being a tie breaker is that health remaining is so unlikely to be the same, that time remaining almost wouldn’t ever matter. I mean, it depends on what decimal places the system would go to, but realistically it’ll be 1 or 2 decimal places. So what are the odds both players finish on 80.1%, or even 80.14% ?
Player 1: Health remaining, opponent KO’d, extra time = bonus points
Player 2: Health remaining, opponent standing, no time (time out) = negative points?
https://forums.playcontestofchampions.com/en/discussion/299211/battlegrounds-scoring/p1
Makes no sense to me how the person who won their fight lost .
just gave a little write-up about this very thing