Moderators: Pardner, TheDoctor
moRtem wrote:The most fair way would probably be to randomly drop weapons near spawn at the beginning of the round .....
moRtem wrote:4) When you kill someone, you'll be able to pickup his weapons as reward (-> probably you get a better primary.. or a better secondary, since you are stuck to one remington until the first kill).
So if you have : When respawning you will have :
0$ 20$
4$ 21$
8$ 22$
12$ 23$
16$ 24$
20$ 25$
24$ 26$
(no change after 26$)
dowoshek wrote:It's making BR mode more predictable and linear. A lot of matches would finish around 10-0 if not the good guys switching and skill-and-weapon-balancing teams during the match. Actually, from my experience at jeuxlinux.fr, a lot of players have to change teams few times in a match to balance the skill and weapon-power factors. It is not so painful in DM modes where cash is laid on ground but it has great impact on BR. Even if the skill of teams seems balanced it's usually very difficult to be back in game after your opponent gained money and weapon advantage.
moRtem wrote:As soon as one player kills the other 1-2 times in a row, he is fully equipped while the opponent got nothing (except remington and schofield). In most maps this is an additional drawback, since those two weapons not only do no damage, but also are very inaccurate due to spread and make it almost impossible to hit.
Spoon wrote:The prize/reward system is implemented just like that: The money you get when killing a player depends on his rank in the scoreboard. You get more money for better players. So better players should usually get less money.
Maybe the calculation of the reward should be adjusted so that this makes more of a difference.
I also always thought that almost no player didn't quite realize what this system was really doing. Maybe there should be some kind of feedback on how much money you just got.
dowoshek wrote:Hi,
I wonder what's the community's opinion about reward system we have in SG now. I think this is one of the things that make this game more 'original' but at the same time much less playable. Why? The essential answers are:
1. It's actually rewarding skillful players by much more powerful weapons... so they could even more easily kill the less skillful players. I know it is the way it'd be in wild west in reality, but... this is hardly logic when speaking about FPS computer game, don't you think?
2. It makes SG much less friendly for new players and less skillful people, also old players with worse reflexes and so on - please notice, that SKILL is not only about practice and experience It should be enough that the good players have the advantage of skill - giving them even more advantage is STEALING FUN from newbies and less skillful guys and AWARDING IT to 'pros'. It's the counter-robin-hood logic, destructive for this game's experience.
3. It's making BR mode more predictable and linear. A lot of matches would finish around 10-0 if not the good guys switching and skill-and-weapon-balancing teams during the match. Actually, from my experience at jeuxlinux.fr, a lot of players have to change teams few times in a match to balance the skill and weapon-power factors. It is not so painful in DM modes where cash is laid on ground but it has great impact on BR. Even if the skill of teams seems balanced it's usually very difficult to be back in game after your opponent gained money and weapon advantage.
I think much better for the gameplay would be reduction of money-impact. The game should be dependent on skill - it's really enough. And weapons would be changeable from a menu. Money could only play additional, not so essential, and rare part, like for example it could be used to buy some extra features (a bit more armory) or gatling gun.
Of course as a result the whole weapon-system would need completely new design with new damage, speed, distance and so on for every weapon.
releppes wrote:Seriously, jumping and still getting a head shot shouldn't be as easy as so many players make it seem. It might discourage some of the players who like to take advantage of lag while shooting.