Firefight scoring system gripes

I honestly think the scoring system is causing a lot of loses. Sure you could blame the players but when the game punishes you for trying to complete an objective it falls on the system.

The better your score the more you’re rewarded. That’s fine, but how you increase that score completely counters the objectives. A lot of bosses require heavy firepower and for the team to focus fire on them. But many times you’ll be taking down a boss’s health, putting in work, only to die. Then you have to wait for the respawn timer AND waste time having to run half way across the map cause you got spawned far away. Then your team finishes off the boss before you get there and you don’t get the partial kill credit or even the assist. On top of that, because you were focusing on the boss you didn’t get many kills. Giving you a horrible score and barely gives you any REQ level.

So players often focus on the easier kills. This means no focus fire and less targets the boss has to worry about, making it extremely hard for the players who are actually going after bosses. Sure Mythic boss takedowns will offer a lot of points, but the game is designed for those kills to be up to chance.

I believe the scoring system needs a make over. A boss’s health should be tracked to reward the right players. The amount of damage you deal to a boss should reflect in your score. Reward the kill to the person who did the most damage and everyone who dealt damage to the last 10% of the boss’s health, and require a certain amount of damage for everyone else to get the assist.

Lastly spawning locations need a change too. I think the defensive objectives should delay the enemy spawn time so players can get to the objective and set up a line of defensive. The have enemies spawn around the perimeter and rush the base/core. This would be fun. Rather than enemies spawning literally on top the objective before the players even have a chance to get there, making it so the core/base is already being dominated. This type of enemy placement ensures teams won’t work together, instead they’ll just have to throw themselves at the enemies in order to win.

I joined a game in progress on urban, it was the phaeton round.
I helped with all the phaetons and recieved 0 score for all of them.
I finished that game with a score of 0.

Yeah it needs some tweaking. I’ve had instances where I go around half the health but, have to retreat to reload and replenish health/shields and then the boss is killed and I receive no points for the kill.

> 2533274864139918;1:
> Then your team finishes off the boss before you get there and you don’t get the partial kill credit or even the assist.

THIS. Overall I enjoy WZFF, but this is one of my biggest complaints. I’ll literally do 90% of the damage, then die, and get jack -Yoink- when a teammate finishes then off.

I think all damage deserves some reward, regardless of when the damage was delt.

> 2533274829664406;4:
> > 2533274864139918;1:
> > I honestly think the scoring system is causing a lot of loses. Sure you could blame the players but when the game punishes you for trying to complete an objective it falls on the system.
> >
> > The better your score the more you’re rewarded. That’s fine, but how you increase that score completely counters the objectives. A lot of bosses require heavy firepower and for the team to focus fire on them. But many times you’ll be taking down a boss’s health, putting in work, only to die. Then you have to wait for the respawn timer AND waste time having to run half way across the map cause you got spawned far away. Then your team finishes off the boss before you get there and you don’t get the partial kill credit or even the assist. On top of that, because you were focusing on the boss you didn’t get many kills. Giving you a horrible score and barely gives you any REQ level.
> >
> > So players often focus on the easier kills. This means no focus fire and less targets the boss has to worry about, making it extremely hard for the players who are actually going after bosses. Sure Mythic boss takedowns will offer a lot of points, but the game is designed for those kills to be up to chance.
> >
> > I believe the scoring system needs a make over. A boss’s health should be tracked to reward the right players. The amount of damage you deal to a boss should reflect in your score. Reward the kill to the person who did the most damage and everyone who dealt damage to the last 10% of the boss’s health, and require a certain amount of damage for everyone else to get the assist.
> >
> > Lastly spawning locations need a change too. I think the defensive objectives should delay the enemy spawn time so players can get to the objective and set up a line of defensive. The have enemies spawn around the perimeter and rush the base/core. This would be fun. Rather than enemies spawning literally on top the objective before the players even have a chance to get there, making it so the core/base is already being dominated. This type of enemy placement ensures teams won’t work together, instead they’ll just have to throw themselves at the enemies in order to win.
>
>
>
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> > 2533274864139918;1:
> > Then your team finishes off the boss before you get there and you don’t get the partial kill credit or even the assist.
>
>
> THIS. Overall I enjoy WZFF, but this is one of my biggest complaints. I’ll literally do 90% of the damage, then die, and get jack -Yoink- when a teammate finishes then off.
>
> I think all damage deserves some reward, regardless of when the damage was delt.

Yep. It makes ppl wanna ignore bosses and rack up kills against grunts and crawlers

> 2533274829664406;4:
> > 2533274864139918;1:
> >
>
>
> THIS. Overall I enjoy WZFF, but this is one of my biggest complaints. I’ll literally do 90% of the damage, then die, and get jack -Yoink- when a teammate finishes then off.
>
> I think all damage deserves some reward, regardless of when the damage was delt.

Yeah and the worst part is this will rob you of obtaining REQ levels. You’ll get some for completing the round but not much else. I used to think “oh they’re just thinning out the enemies to make the boss fights easier” but for the stronger boss battles you’ll never have enough time to take out all enemies while they’re constantly respawning or getting dropped off and somehow kill the bosses too.

I enjoy Firefight but there are a lot holding it back from being a lot of fun. They feel more like a way to grind out REQ points.

> 2533274864139918;6:
> I enjoy Firefight but there are a lot holding it back from being a lot of fun. They feel more like a way to grind out REQ points.

Yep…and that’s sadly exactly what it is. If the grind is made to be more of a slog with many frustrating problems along the way, we’ll be far more likely to spend real money on REQ packs…

As for the OP, here we are 5 months later and scoring is still broken. In my experience, final rank tends to primarily depend on boss takedowns and final score. However, when the game refuses to give credit to you for the bosses you kill, then the REQ and XP bonuses attached to your final rank are unfairly distributed. The Official Warzone Firefight Feedback Thread is 207 pages long and full of gripes about FF scoring…but in all the minor and major updates since FF dropped, 343i has thus far acted as if there is no problem at all.

Old thread is old.