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Discussion: Battlefield 2 Tactical Mod / Battlefield 2 Tactical Mod - General Discussion - Tac Mod 1.4 points/ statistics ideas - I personally like the idea of an 'improved' scoring system, showing say Teamwork and Defense
  1. #16

    Beatnik's Avatar

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    Re: Tac Mod 1.4 points/ statistics ideas

    I personally like the idea of an 'improved' scoring system, showing say Teamwork and Defense points and other 'non-kill' statistics. The tac mod already attracts a certain type of player, and I personally like more quanitifiable information about my performance at the end of rounds.

    But I'm definitely in the minority in having that opinion.
    Beatnik

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  3. #17

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    Re: Tac Mod 1.4 points/ statistics ideas

    I'd like to see the numbers as well - maybe just hide the total score? (and continue sorting by low-deaths?)

    |TG-12th|WhiskeySix

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  5. #18

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    Re: Tac Mod 1.4 points/ statistics ideas

    Quote Originally Posted by Beatnik
    I personally like the idea of an 'improved' scoring system, showing say Teamwork and Defense points and other 'non-kill' statistics. The tac mod already attracts a certain type of player, and I personally like more quantifiable information about my performance at the end of rounds.

    But I'm definitely in the minority in having that opinion.
    I don't think you're in the minority.

    Having statistics can be valuable to any player. Right now we're limited on what we can show on those pages or lack the expertise & time to make drastic changes.

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  7. #19

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    Re: Tac Mod 1.4 points/ statistics ideas

    Quote Originally Posted by sordavie
    The scoring system just provides some feedback about how you individually did during a round. There's nothing inherent in that which is detrimental to teamwork. You wouldn't, as a coach of a basketball team, scout out your opponents merely be looking at the final scores of their games. There's nothing inherently detrimental to the team by keeping statistics about how your individual players are doing. In fact, as evidenced by 82games.com, it's probably better that you deeply analyze as many as possible, if you want to be competitive as a team.
    We have players who look at their kill count compared to other people. Some want to be near the top of the list. This can lead to players looking for more action and abandoning their defensive objective. This is just one example of how raw statistics without any analyzation can be detrimental.

    Your basketball example doesn't quite fit here. You are correct in that you would break down a player by rebounds, steals, assists, etc. However, you can't do that with BF2. You only get this tallied value.

    We would love to provide statistics about how proficient someone is with a weapon, etc... but that isn't something we can do at the moment.

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  9. #20

    WhiskeySix's Avatar

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    Re: Tac Mod 1.4 points/ statistics ideas

    Quote Originally Posted by asch
    We have players who look at their kill count compared to other people. Some want to be near the top of the list. This can lead to players looking for more action and abandoning their defensive objective.
    mm, that's a good example.... I guess I'm just not sure that the type of player that would 'abandon their defensive objective' would really be attracted to play the Tactical Mod ... on an unranked server, ya know?


    <shrug> I dunno - I guess when it comes to showing players' kills, we're weighing the benefits versus consequences differently. Perhaps I'm being naive, but personally, I'm not worried about players disobeying orders just to have high kill-numbers... there's already so much built into the Tactical Mod to dissuade that kind of play-style (not to mention the quality SL's we have to keep people in line!)

    |TG-12th|WhiskeySix

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  11. #21


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    Re: Tac Mod 1.4 points/ statistics ideas

    /\/\/\/\/\/\/\

    What asch said; you're not in the minority, Beatnik.

    I'd like to see certain numbers as well and a different scoring system as well but between the vanilla scoring system and none I'd choose none. I know PRMM has a bizarre scoring system where a lot rides on how close your remain in proximity to your SL, etc. I don't think I'm close to figuring out their system, though...

    One example I always think of in the confusing way scoring is done in vanilla is this:

    Take a medic in the middle of a heated infantry battle and his squad is on defense. He doesn't stay on point but hangs back and revives his squadmates when they go down and occasional fires at the oncoming enemy when necessary. If the action was intense and long lasting and his squad held firm, he would ultimately but near the top of the scoreboard at the end of the round with default score-keeping.

    Take the same situation but replace the infantry with armor and the kit we're observing is engineer. This same individual is racing around keeping his squads armor up, probably placing AT mines at points-of-entry, and getting no kills for himself since all his squadmates occupy the armor. I've seen this happen countless times and normally the player ends up with a negative score because an allied squad will spawn and run over his AT mines as they speed out of the CP. Even if this didn't happen, the engineer could be working his wrench the entire round and only end up with 6-7 "team points" for keeping his squads armor alive.

    I've seen engineers be the linchpin of a squads success numerous times but based on the default scoring method no one would think twice about their contribution simply by looking at "the numbers".

    No sir, I don't like it...
    |TG-1stMIP|Coridon

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  13. #22


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    Re: Tac Mod 1.4 points/ statistics ideas

    Is there a way to show kills as well as deaths but leaving the current total score 0 and ranking people in order from lowest to highest deaths on the score pages between rounds? This way, we can at least compute our own kills to deaths ratio without the problem of looking for more action to be at the top of the list.

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  15. #23

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    Re: Tac Mod 1.4 points/ statistics ideas

    Good points Coridon. The default engineer scoring is brutal, just brutal. You can work on a tank for five minutes and not even get one bloody point.

    It would be keen to have a whole new point logic system for the TM, but I do not want to put that work on the Tac Mod crew, they do awsome stuff and are getting ready for the 1.4 as is. In the battlefield points really do not matter at the end of the day anyway.

    I just wanted numbers that actually represented nature. The Tac Mod being the matrix this would take place in.

    Meanwhile check out this thread for ideas on kits: http://www.tacticalgamer.com/battlef...mod-1-4-a.html
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
    (CPO) Marcinko_R. (BF2 PR .509) Squad Leader
    (LCDR) Marcinko_R. (BF2 PR .509) Commander

    Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
    Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html
    Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html

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  17. #24

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    Re: Tac Mod 1.4 points/ statistics ideas

    My preference, but I know it isn't possible would be to see all the information, BUT only on myself. I do think seeing everyone's scores makes a % of the community play different. I'm a competitive guy so I see another medic has a higher score then me it may subconsciously make me play different. This isn't something I think fits with the ethos of the TacMod as I percieve it.

    I do like statistics (I'm an analyst managing my companies reporting department), so I do like looking at my heals/death, revives/death, heals/revive and then roughly compute how I think I did balancing myself as the medic. Did I spend too much time doing this or that and not help the squad as much as I could? I don't know that stats can answer that directly, but they provide clues that can help me improve.
    |TG-12th| SHINER


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