ok its very often discussed but the biggest issue with warzone is the fact that such a high point factor is effectively given to teams on a coin toss.
a typical example is that you can have 20 people wail into a boss with automatics and only one will get any reward for it even. no matter what weapon you have your chance of getting any reward for attacking a boss is equal to the number attacking it… its a utter lottery and matches are based on it…
Randomization to this level is bad game design in general. you would never see this in a competitive league because of the RNG factor removing from player skill… additionally it gives no rewards for attacking enemy players who are attacking the boss, as you will get much more score if you manage to be the lucky person so most teams just force feed the boss with bullets until someone randomly gets the kill… usually from as much range as they can with Battle rifles.
contrary to belief i do not mind some randomization, but i don’t believe it should be the focus. in fact for the 25vp bosses the points should remain on kill. but for bosses that give 150+ a different solution is sorely needed.
so here is the solution…
first off, most points are allocated based on damage you do (prevents a totally random reward system)
Second, if you kill someone who has done enough damage you get their points (Promotes killing enemy players to help your team during bosses)
third, All score is given out after the boss dies. (to support both inital parts)
Finally, Killing blow grants a bonus to score for the team that gets the killing blow.
ok… now how does this work… lets do some examples… (please feel free to suggest additional Scenarios)
Open the spoilers for the Examples.
first off lets look at the highest potential point boss, the warden eternal.
If Warden Eternal has 300vp(Adjusted to more easily demonstrate) potential… players can earn this score in increments of 3 points for every 1% of his health.
If player A does 33% of the Wardens Health he earns 99 points when the warden dies.
If player B does 2% damage but kills Player A, he earns 105 when the warden dies. This requires a Killing blow on Player A, or enough damage to count as an assist if Player A is killed by the warden (this is already applied when a player dies to a NPC after taking enough damage from a player) His team also receives these points to their score instead of Player A’s team.
If Player A landed the killing blow, he would earn a flat 10% bonus to score score for his team. in this situation, if the total team damage is around only 48% the resulting score would be 158(rounded down) points instead of 144, Player Bs team which would have done 52% and gained 156. in this case because its so close in score the killing blow gives the weaker preforming team a slightly higher score…
in a reverse case, Team A does not get the killing blow, they would only earn 144 while Team B would earn 171(rounded down)
another option to how this can turn out is to implement steps for damage…
Open the Spoilers for the Examples.
Again using the warden eternal as a example but with the current 250 vp value.
Points are earned in 10% increments with the amounts below
You now gain points in 25 point increments for each 10% of his health you deal. With damage amounts too small to fit into that 10%, the point value is awarded to the killing blow…
in this version of the setup if 7 individual players manage to deal 10% each, the killing bullet will earn the remaining 30% as points for themselves and their team…
if Player A does 8% damage and is killed by Player B who has done 4% damage, Player B will now earn 25 points for his team because his % total is now 12%.
If Player A has done no damage but kills Players B C and D who have done 2%, 6%, and 3%, he will earn 25 points for his team because the total is now 11%
if Player A manages to kill Player B and C worth 3% and 1% respectively, Player A will earn no points and his 4% total will be rewarded to the player with the killing blow.
if team A has 4 players with 10%-13%-21%-5% they have earned 30% of the score with a left over of 9% to the killing blow
if Team A has 30% total but gets the killing blow when team B is totaled at 40%, Team A gets 60% of the score of warden eternals 250vp or 150 points.
as you can see its pretty easy to earn points by attacking players as well as the boss. in this method minimal chance can be see while removing the randomization effect of the All on one bullet current system. that said this version of the system puts a lot more potential power into the final bullet.
in this system all players who earned at least 10% will get 25 to their personal score, and the player with the killing blow will get an additonal amount equal to the total extra value of the killing blow bonus which in the last example would be a extra 75 points, even if they didnt get 10% damage themselves.
As you can see, these changes make it not only important to deal damage to the boss, but greatly improves on the need to kill enemy team members attacking the boss while removing the Current Dice roll feel to the scoring system and still rewarding the team that gets the killing blow. its as much of a win win system for everyone preferences as i can think of that only relies on changing scoring mechanics and not anything more.
