*NEW* Boss A.I. Kills in Warzone - Part II

Thanks to the interesting feedback I got on my previous poll, I decided to put this one up with choices modified to reflect a really solid-sounding idea given by others.

So, let’s see what you guys think. Are you okay with the way the points are right now, with whoever gets the last shot in getting all the credit, or would you prefer a different system where the points are distributed to each team based on the percentage of total damage done to the boss? In other words, for a 100vp Boss, if your team did 60% of the damage, despite the other team getting the final kill, your team would be awarded 60vp and the other team would get 40vp. Do you guys think that would make for both teams being more engaged in the battle, rather than perhaps one team doing most of the work and the other team just waiting to clean up?

The forum wouldn’t let me edit the original poll, so that’s why I had to put up a completely new one. Thanks for the input. Let’s see what responses we get!

Link to original post

https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/boss-a-i-kills-in-warzone---who-should-get-credit/2dc46faa-3917-40b5-bc9d-b322c04047d3/posts

I voted for the 3rd option (other). I don’t think the final blow should get 100% points, as that system is purely broken. I also don’t think it should be a simple points split, as it ends up producing a simple DPS race on bosses, which pulls back any strategy and incentive to engage player enemies to lay claim to a boss.

A better solution would be to split boss kill scoring into sections. “Kill: Most Damage Dealt” would be the bulk of the points awarded for the boss, and goes to whichever team did the most damage to that boss. And then “Kill: Final Blow” would go to whichever team landed that final hit. Something like a 2/3 to 1/3 point ratio. This way, attacking a boss is always incentivized for both teams, and it never feels cheap.

What this allows is a situation where being around for the kill shot is highly desirable for both teams, as a significant percentage of points are awarded for the final blow, and sticking around for the whole fight is desirable too, as getting the majority of damage is a significant points boon. It also provides more incentive for player teams to fight each other as well as the boss, as the bulk of points is awarded merely for a majority of damage, so there’s a goal in keeping the enemy team at bay long enough to gain majority damage and/or kill blow. The best strategy for assured match victories will be to claim all points for the boss.

It’s the least random solution.

> 2533274796745426;3:
> I voted for the 3rd option (other). I don’t think the final blow should get 100% points, as that system is purely broken. I also don’t think it should be a simple points split, as it ends up producing a simple DPS race on bosses, which pulls back any strategy and incentive to engage player enemies to lay claim to a boss.
>
> A better solution would be to split boss kill scoring into sections. “Kill: Most Damage Dealt” would be the bulk of the points awarded for the boss, and goes to whichever team did the most damage to that boss. And then “Kill: Final Blow” would go to whichever team landed that final hit. Something like a 2/3 to 1/3 point ratio. This way, attacking a boss is always incentivized for both teams, and it never feels cheap.
>
> What this allows is a situation where being around for the kill shot is highly desirable for both teams, as a significant percentage of points are awarded for the final blow, and sticking around for the whole fight is desirable too, as getting the majority of damage is a significant points boon. It also provides more incentive for player teams to fight each other as well as the boss, as the bulk of points is awarded merely for a majority of damage, so there’s a goal in keeping the enemy team at bay long enough to gain majority damage and/or kill blow. The best strategy for assured match victories will be to claim all points for the boss.
>
> It’s the least random solution.

Oh, nice! That’s pretty solid. That’s a good point you make too about keeping the other team at bay for doing as much DPS as possible.

My idea really only applies to legendary bosses, but let’s face it, the entirety of warzone revolves around them.

Divide up the 175 points. Automatic 75 to the team which got the killing blow, and allocate the remaining 100 based on the percentage of damage each team did. That way, both teams have motivation to attack the boss rather than awarding all the points to the most opportunistic -Yoink- with a sniper rifle.

hmm, i revise my origonal statement…

so new choise is point allocation, but i would like to add this…

if one team does not do damage to the target inside of a 5-10 second cooldown (depending on how much health the mob has) they forfit their points.

this means killing the enemy team before you kill the boss will get you more points for your efforts.

i do not believe it should be based on killing blow. thats 100% stupid, get a guy with a SMG and he can claim a kill on the warden if he hits him after the other team runs out of ammo…

With the nice ideas you guys are putting forth in this and the original post, it’s a wonder how the original system got okayed in the first place! :slight_smile: Good posts guys!

> 2732317809657592;6:
> hmm, i revise my origonal statement…
>
> so new choise is point allocation, but i would like to add this…
>
> if one team does not do damage to the target inside of a 5-10 second cooldown (depending on how much health the mob has) they forfit their points.
>
> this means killing the enemy team before you kill the boss will get you more points for your efforts.
>
> i do not believe it should be based on killing blow. thats 100% stupid, get a guy with a SMG and he can claim a kill on the warden if he hits him after the other team runs out of ammo…

Hmm, that’s an interesting idea with the cooldown mechanic. It would place a lot of emphasis then on the majority of your team focusing on the boss to maintain that constant interaction for fear of losing out on the damage already done. Boss encounters would be super crazy with both teams going at the boss AND each other just to maintain the damage count. That would be a pretty epic brawl to see!

> 2533274800965194;7:
> With the nice ideas you guys are putting forth in this and the original post, it’s a wonder how the original system got okayed in the first place! :slight_smile: Good posts guys!

It’s the simplest solution, honestly. You kill it, you get credit. And it works reasonably well for many of the smaller bosses, if only for the fact that they’ll inevitably spawn closer to one base or another and anything outside of a certain distance from a player doesn’t show up on the HUD. In this way, there’s vastly less competition for bosses throughout a match, so you don’t see these problems so much. The Warden Eternal fight is where this problem gets highlighted, because it’s right in the middle of the map where everyone can see it and it literally decides the result of the match.

Plus, it looks like all the internal testing and tuning got done by “pro” teams so… there’s your wonky scoring AND bad aiming controls.

> 2533274796745426;3:
> I voted for the 3rd option (other). I don’t think the final blow should get 100% points, as that system is purely broken. I also don’t think it should be a simple points split, as it ends up producing a simple DPS race on bosses, which pulls back any strategy and incentive to engage player enemies to lay claim to a boss.
>
> A better solution would be to split boss kill scoring into sections. “Kill: Most Damage Dealt” would be the bulk of the points awarded for the boss, and goes to whichever team did the most damage to that boss. And then “Kill: Final Blow” would go to whichever team landed that final hit. Something like a 2/3 to 1/3 point ratio. This way, attacking a boss is always incentivized for both teams, and it never feels cheap.
>
> What this allows is a situation where being around for the kill shot is highly desirable for both teams, as a significant percentage of points are awarded for the final blow, and sticking around for the whole fight is desirable too, as getting the majority of damage is a significant points boon. It also provides more incentive for player teams to fight each other as well as the boss, as the bulk of points is awarded merely for a majority of damage, so there’s a goal in keeping the enemy team at bay long enough to gain majority damage and/or kill blow. The best strategy for assured match victories will be to claim all points for the boss.
>
> It’s the least random solution.

This is the best possible solution I’ve heard, and I can’t personally think of a better one. When the big bosses spawn in, it’s now a waiting game where both teams want to hold off for the other to “weaken” the boss so the other can steal it. Not only it is extremely frustrating to have all 100+ points stolen, last minute, despite you and your team doing literally all the work… I’m also sick of hearing my team rage and drop the f-bomb every time our Warden Eternal gets stolen. Which happens a lot.

It’s not a huge deal if it happens for the smaller ones, like the 25/50 point Ghosts or Hunter bosses. But I think, that if the points are 100 or greater, than this system needs to come into play.

> 2533274800965194;1:
> Thanks to the interesting feedback I got on my previous poll, I decided to put this one up with choices modified to reflect a really solid-sounding idea given by others.
>
> So, let’s see what you guys think. Are you okay with the way the points are right now, with whoever gets the last shot in getting all the credit, or would you prefer a different system where the points are distributed to each team based on the percentage of total damage done to the boss? In other words, for a 100vp Boss, if your team did 60% of the damage, despite the other team getting the final kill, your team would be awarded 60vp and the other team would get 40vp. Do you guys think that would make for both teams being more engaged in the battle, rather than perhaps one team doing most of the work and the other team just waiting to clean up?
>
> The forum wouldn’t let me edit the original poll, so that’s why I had to put up a completely new one. Thanks for the input. Let’s see what responses we get!

I feel that If a team does all the work for a boss fight, they should get all/most of the credit. Who gets it should be based on the damage dealt in the last few seconds of a boss’s life. I don’t think it should be a proportion, because if a team almost kills a boss, dies, and the other team gains control of the are and THEN kills a boss, the first team would get more credit. It should be the ratio of damage in the last 10 seconds, whichever team deals more in that time. Because one person with the BR could technically get the kill, but 5 people with rockets just shot it. I don’t think splitting up the points would work well for warzone either, because Boss’s are supposed to be there to change the tide.

> 2533274920092347;11:
> > 2533274800965194;1:
> > Thanks to the interesting feedback I got on my previous poll, I decided to put this one up with choices modified to reflect a really solid-sounding idea given by others.
> >
> > So, let’s see what you guys think. Are you okay with the way the points are right now, with whoever gets the last shot in getting all the credit, or would you prefer a different system where the points are distributed to each team based on the percentage of total damage done to the boss? In other words, for a 100vp Boss, if your team did 60% of the damage, despite the other team getting the final kill, your team would be awarded 60vp and the other team would get 40vp. Do you guys think that would make for both teams being more engaged in the battle, rather than perhaps one team doing most of the work and the other team just waiting to clean up?
> >
> > The forum wouldn’t let me edit the original poll, so that’s why I had to put up a completely new one. Thanks for the input. Let’s see what responses we get!
>
>
> I feel that If a team does all the work for a boss fight, they should get all/most of the credit. Who gets it should be based on the damage dealt in the last few seconds of a boss’s life. I don’t think it should be a proportion, because if a team almost kills a boss, dies, and the other team gains control of the are and THEN kills a boss, the first team would get more credit. It should be the ratio of damage in the last 10 seconds, whichever team deals more in that time. Because one person with the BR could technically get the kill, but 5 people with rockets just shot it. I don’t think splitting up the points would work well for warzone either, because Boss’s are supposed to be there to change the tide.

Yeah, I definitely agree with you in that Boss characters are there to help turn the tide, and it was a good idea in theory. The practice part was just a bit off though because it turns into situations (as other people have mentioned) where one team basically just waits for the other team to expend their resources damaging the boss and then swoop in to steal the kill at the end. It makes it less engaging because you are sometimes left with the situation of both teams kind of waiting to see who attacks first. Others had mentioned the awarding of X number of points for the actual kill itself plus a percentage split between the both teams depending on total damage dealt. I thought that was a pretty interesting suggestion because it would keep both teams focused on maintaining damage output in additional to going for final kill. In the end, Warzone is the more casual compared to Arena, but it’s still fun to win and be rewarded for your effort… on a side note, damn you REQ packs for giving me 50+ ghosts and mongooses and 1 mantis. Heh.

> 2533274796745426;9:
> > 2533274800965194;7:
> > With the nice ideas you guys are putting forth in this and the original post, it’s a wonder how the original system got okayed in the first place! :slight_smile: Good posts guys!
>
>
> It’s the simplest solution, honestly. You kill it, you get credit. And it works reasonably well for many of the smaller bosses, if only for the fact that they’ll inevitably spawn closer to one base or another and anything outside of a certain distance from a player doesn’t show up on the HUD. In this way, there’s vastly less competition for bosses throughout a match, so you don’t see these problems so much. The Warden Eternal fight is where this problem gets highlighted, because it’s right in the middle of the map where everyone can see it and it literally decides the result of the match.
>
> Plus, it looks like all the internal testing and tuning got done by “pro” teams so… there’s your wonky scoring AND bad aiming controls.

How cool would it be if 343i actually made adjustments to Warzone in a future update and did what you suggested? They should give you a special armor or emblem. That’d be pretty neat.

> 2533274800965194;13:
> > 2533274796745426;9:
> > > 2533274800965194;7:
> > > With the nice ideas you guys are putting forth in this and the original post, it’s a wonder how the original system got okayed in the first place! :slight_smile: Good posts guys!
> >
> >
> > It’s the simplest solution, honestly. You kill it, you get credit. And it works reasonably well for many of the smaller bosses, if only for the fact that they’ll inevitably spawn closer to one base or another and anything outside of a certain distance from a player doesn’t show up on the HUD. In this way, there’s vastly less competition for bosses throughout a match, so you don’t see these problems so much. The Warden Eternal fight is where this problem gets highlighted, because it’s right in the middle of the map where everyone can see it and it literally decides the result of the match.
> >
> > Plus, it looks like all the internal testing and tuning got done by “pro” teams so… there’s your wonky scoring AND bad aiming controls.
>
>
> How cool would it be if 343i actually made adjustments to Warzone in a future update and did what you suggested? They should give you a special armor or emblem. That’d be pretty neat.

Haha… I can’t count the number of times a developer has implemented ideas that I fought on a forum for. I have yet to ever receive any acknowledgement for those ideas because, of course, there are NO original ideas. Good ideas are always just out there anyway, and it’s not like I’m the first to suggest split scoring. It’s how pretty much every other game already handles these sorts of scenarios. Hmmm, but I DO like special shiny things… so I’d be hard-pressed to turn down some nice new armor. Haha.

i think fundamentally, there is no issue with the current mechanics. it makes sense that the team which last hits should get the kill for it. let me explain why,

  1. It adds a different dimension to the game: do i shoot at the boss, or do i protect my teammates shooting at the boss or do i shoot the enemy players to decrease their overall damage per second on the boss. I often find myself in a dilemma on which to do but that makes it more interesting.
  2. i have tired using an smg and sprayed when the warden’s health was like 1 pixel. and i still did not get the kill. Why? cause each round from the smg does so little damage to him. If you’ve even player legendary and you can kill the warden with nothing but an smg or suppressor i shall give you my xbox. my point is this, player now have to plan when to use their reqs properly. Should i save my req points for a scorpion to kill the warden or should i use it on a energy sword and go capture the different points? War zone does not just become a killbox with players running around facing each other head on. there is an element of planning and tactics to it.

I think if we go with the method of the most damage dealt, then please change FFA games to allow you to get the kill when you’ve done the most damage to a player instead of getting an assist. the rationale is the same.

However, here are some ways i feel which can improve the current mechanics

  1. Yes it is frustrating when our kill gets stolen be it by other teammates or by enemy players when we clearly have done the most damage to it. (it had implications because you won’t get as many points and on the leaderboard, you won’t go up in points and as a result, the rp/xp you earn at the end of the match could be lesser) There should be more assist medals and points given to teammates and points which actually goes towards the leaderboard. Points can be also given when you kill enemy who are attempting to kill the boss in a fixed radius (i.e. if you kill a player within 10 feet of a boss you get some points). This would help to promote teamwork as well and not everyone rushing to kill the boss. it also prevents players from rushing in the last moment to steal the kill because some (team) players would focus their attention on denying the enemy a change to kill the boss.
  2. likewise medals should be award for most damage, e.t.c and maybe some points to the team as well as a form of a consolation prize.

just my 2 cents.

> 2533274994941509;15:
> i think fundamentally, there is no issue with the current mechanics. it makes sense that the team which last hits should get the kill for it. let me explain why,
> 1) It adds a different dimension to the game: do i shoot at the boss, or do i protect my teammates shooting at the boss or do i shoot the enemy players to decrease their overall damage per second on the boss. I often find myself in a dilemma on which to do but that makes it more interesting.
> 2) i have tired using an smg and sprayed when the warden’s health was like 1 pixel. and i still did not get the kill. Why? cause each round from the smg does so little damage to him. If you’ve even player legendary and you can kill the warden with nothing but an smg or suppressor i shall give you my xbox. my point is this, player now have to plan when to use their reqs properly. Should i save my req points for a scorpion to kill the warden or should i use it on a energy sword and go capture the different points? War zone does not just become a killbox with players running around facing each other head on. there is an element of planning and tactics to it.
>
> I think if we go with the method of the most damage dealt, then please change FFA games to allow you to get the kill when you’ve done the most damage to a player instead of getting an assist. the rationale is the same.
>
> However, here are some ways i feel which can improve the current mechanics
> 1) Yes it is frustrating when our kill gets stolen be it by other teammates or by enemy players when we clearly have done the most damage to it. (it had implications because you won’t get as many points and on the leaderboard, you won’t go up in points and as a result, the rp/xp you earn at the end of the match could be lesser) There should be more assist medals and points given to teammates and points which actually goes towards the leaderboard. Points can be also given when you kill enemy who are attempting to kill the boss in a fixed radius (i.e. if you kill a player within 10 feet of a boss you get some points). This would help to promote teamwork as well and not everyone rushing to kill the boss. it also prevents players from rushing in the last moment to steal the kill because some (team) players would focus their attention on denying the enemy a change to kill the boss.
> 2) likewise medals should be award for most damage, e.t.c and maybe some points to the team as well as a form of a consolation prize.
>
> just my 2 cents.

What we’re seeing in Warzone, especially with the Warden fights that occur at the end of the match, is that one of two scenarios happens…

  1. Both teams shoot nearly exclusively at the boss. Match result is random. Last random bullet wins the match.
  2. One team sits behind and waits for the other to bring the boss health down, and then spam heavy weapons at the end to take the kill, though no effort was placed into hurting the boss.

Rarely do you see scenarios, especially with the bigger bosses, where players actively try to engage the other team to take control of the boss and DPS it down independently. While you might say that SMGs do almost no damage to a boss, ultimately it doesn’t matter for the mechanics of the fight whether a player fires an SMG or a rocket. If the boss has 2 hitpoints left on its health, and the SMG does 3 per bullet, it’s going to kill the boss and count for the win, regardless if the other player has been lobbing rockets for the last 5 minutes and the SMG user just got there and unleashed his very first burst on the enemy.

I disagree completely about lumping kills in FFA with boss fights in Warzone. Boss fights make a huge difference in scoring in Warzone, while individual kills mean nothing there and little in FFA. The Warden fight in Warzone literally determines who wins the match. That very last bullet wins the game. It’s a completely different concept.