deadowl |
06-02-2016 04:28 PM |
Quote:
Posted by Dusty
(Post 710493)
Last time I mentioned respawns everyone lost their **** and said it was the worst thing ever, but now that there's leaderboards though... Anyways, random respawn locations would be infuriating as a player. Yeah, if you're just mob-PKing it discourages you from going back but if you're just another player who was in the middle of something like baddy-killing or going to a shop it's going to be annoying. I can hear the players already having an aneurysm and screaming losing their voice as they whine about the misfortune of dying while fighting the giant blob.
There was a respawn system being worked on a while ago and it used doors to houses as a way to find the nearest safe respawn for you. We of course know that isn't really a resolution though since you could just keep respawning in the same house so we could also implement a random warp after x amount of deaths.
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I agree that it would be annoying. If you changed the respawn system in a way that prevented this it would be wicked annoying as you'd just as likely end up somewhere further from wherever you want to be.
Then there's the whole stats thing. The kills-to-deaths ratio is the first thing to pop into mind, but that doesn't measure magnitude very well. If you're 1-0 in PKing, you have the highest possible kills-to-deaths ratio. Ratios also promote selection bias which is bad for gameplay.
What would be more appropriate if you want to promote healthy PKing gameplay would be a kills-to-deaths margin, i.e. the number of kills minus the number of deaths. Players would have to find a balance of quantity and skill in order to maximize the returns. If there's any reason to require the stats to be summative, points could be representative of the maximum kills-to-deaths margin a player has obtained.
If using a particular statistic promotes a style of gameplay that more people enjoy, there's a clear benefit to using that statistic over one that does not.
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