Home › Forum Archive › Game Server Discussion › Counter-Strike: Source Discussion › Point System
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Liam.
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April 12, 2007 at 11:24 pm #2182
Sephypoo
SpectatorI know there are many people who hate the new point system… and thats fine, but I personally dont mind it. My only suggestion is that we institute a system where the newcomers must reach a certain number of kills before they affect the regulars’ stats, this seems especially important due to the new people we draw in with our SK maps.
If possible we should get one of these by next semester, if we are still on the same point system…
April 12, 2007 at 11:48 pm #19781Kappamerc
SpectatorHopefully the point system will be revamped by next semester. /shrug
No system will be fair but the current system could be improved upon.
April 12, 2007 at 11:52 pm #19783Brian
SpectatorA very good argument has already been made against this point. New players come into the server, they see they can get points and status kind of quickly, so they stay. You ranking is high enough that it really isn’t affected by it too much. In fact, if we institute something like a 50-90 kill probationary period I think it would have the same effect that removing stat viewing did, it would cease to attract new players.
April 13, 2007 at 12:41 am #19791gxti
SpectatorBesides, if you’re on top, you need to stay challenged. If you can’t get 8 KDR against noobs, then you don’t need to be on top.
April 13, 2007 at 1:26 am #19794Sushi
SpectatorI don’t think people would be all THAT bothered by some sort of kill amount. Whenever I’ve played on servers that have it I have seen it as just another challenge. But most aren’t as motivated I suppose.
But you’re right in saying it doesn’t hurt the top players that much. It’s just annoying to have 25 pts taken each death.
April 13, 2007 at 1:44 am #19795Kappamerc
Spectator30 minutes losing 200 – 300 points
5 hours to get it back (or lose more)
The system is terrible and a good argument has also been made as to why the system sucks.
It can be improved upon. Some people are just too lazy to do it.
April 13, 2007 at 3:25 am #19802gxti
SpectatorGet over it. If you want to move up in rank, you’ll actually have to work at it, not mindlessly grind away like some kind of *edited*ty MMORPG.
April 13, 2007 at 12:03 pm #19817Kuros
Spectator/hlx_hideranking=fixed. Makes the game a lot more fun, and it will be even more fun when gxti writes the script to hide all the useless points notifications.
April 13, 2007 at 12:38 pm #19819Sephypoo
SpectatorI think we already have enough new people and regulars on the server now anyways, lately the server has been full the entire time during peak hours with people waiting on autojoin just to get a chance to play, I think attracting new players isn’t all that necessary… and it’s not like it would scare away anyone that actually ENJOYS playing on the server. Other busy servers employ a system of around 25 kills if i’m not mistaken, newcomers get 2 points for killing someone regardless of weapon or ranks until they get up to 50 points.
Believe me, I have no problem losing points… hell I’ve killed so many hostages Freeman was kicking and threatening to ban me.
I just think it would be alot more fun if new people earned the right to steal our points beforehand…
April 13, 2007 at 3:42 pm #19846Kappamerc
SpectatorInstead of typing anything I’m just going to save the trouble and type:
/flame
April 13, 2007 at 4:27 pm #19848gxti
Spectator/counter-flame
//questioning of sexual preference
April 13, 2007 at 7:07 pm #19864Fascist Flakes (Jagr)
SpectatorThis discussion has already happened. Points were taken off and only way to track was through the website, people stopped playing. If you don’t like points, tough *edited* and bite the bullet. People play for points and we call them point-*edited*s, we call them stat-*edited*s, etc. but they are that way because otherwise they would have no other reason to play. Points give people a reason to play and a reason to continue playing. I remember pubbing all the time with a friend of mine before we went CAL and we ONLY cared about points, we consistently played in one server because we were wanting to be in the top 10 and we were wanting to be #1. Not everyone plays in CAL and has leagues to play in, therefore they come and pub on the server and like keeping track of how they do via stats, ranking, and points. The point modifier does need to change, imo, because people start just whoring certain guns only to get more points. While this helps and gets people to use all of the weapons, it causes other problems. The amount of points people get can and possibly should be limited to say, 15 or so, but that may overall prevent people from coming in and playing consistently. When a person sees he’s getting 25 points for a knife, scout, or nade kill they think to themselves that with more of those they can get up to top10 easy. The amount of new players on our server has increased substantially IMO due to map voting as well as our ranking system. Take that away and we’re back to struggling to get people to stay and play on our server.
April 13, 2007 at 11:53 pm #19871gxti
SpectatorI’ve changed the weapon modifiers:
Pistols: 1.2
Rifles/SMGs: 1.0
AWP: 0.3
HE Grenade: 1.5
Knife: 2.0
Flash/Smoke: 5.0
April 14, 2007 at 2:37 am #19873Sephypoo
SpectatorThese new point modifiers suck ALOT, random newcomers were awping me for 10 points a pop on aztec and dust2… LAME!
Smgs should still have a point modifier greater than rifles, and pistols should be significantly bigger… not .2

With the exception of perhaps the scout, the old point modifiers were fine the way they were, maybe put the scout down to 1.5…
April 14, 2007 at 3:24 am #19875Fascist Flakes (Jagr)
SpectatorScout was at 1.6 before and it was ridiculous. The awp was at .3 or was it .8 before? I don’t remember but it was fine as it was, IMO.
Things should be a bit better now, though I still think the HE Grenade should go lower since warm-up rounds and such.
Either way, thanks gxti!
April 14, 2007 at 3:28 am #19876Bitey
Spectatorare flash and smokes so high because you basically have to peg them with a flash when they have 1 hp?
April 14, 2007 at 5:58 am #19878gxti
SpectatorBitey said:
are flash and smokes so high because you basically have to peg them with a flash when they have 1 hp?Exactly… when was the last time you got a flash kill?
April 14, 2007 at 7:31 am #19879pinkcs
SpectatorI can honestly say I haven’t read half this topic, bad way to start off I know, but 90% of what I have read has been mindless opinion instead of constructive brainstorming on what is somewhat a negative issue for the server at this moment in time.
Points work, they get people in.
Points to Rookies work, they get a buzz, they stay, they can gain points while they learn to play well.
Points don’t work, they upset the majority of players who’ve be seduced by the above but can no longer sustain themselves due to the high influx of new players of late. Some players now leave or refuse to play a full round when SkoutKnvz is selected, or leave a map because they’re having an off day and can lose 100+ points in 5 deaths.
Possible solutions,
A.Live with it.B.Remove it.C.Rookie ProbationD.Half Rookie points for the first 100 kills (SCORE/2)E.Cap ALL point gain and loses at a maximum of 10 points.F.Allow an On/Off switch for the point system per player.IF any action is taken, I think Cap’ing the maximum points you can lose or win at 10 would be the best idea to keep the point system working effectively, while minimizing the negative issues without crippling the positive ones. Option F, is a lot of work that would screw over the point system for those that want to use it. Half points for Rookies would work, but is slightly difficult to implement, Cap’ing is a better option. Probation creates a whole new set of negative issues. And Removing it and living with it are blanket answers, neither of which hold much merit (though most would rather keep the current system than lose it entirely).
April 14, 2007 at 1:11 pm #19885Kappamerc
SpectatorPlease read this entirely without /flaming me. I am being constructive and the new system I describe below should be easy to implement and effective. The current system fails, everyone knows it, so if nothing else we should at least ‘try’ to attempt a new formula.
I still say it’d be a completely accurate system if everyone got the same amount of points.
If player uses this gun he gets this many points, always. If player uses this gun he always gets x amount of points. The formula that calculates points is terrible. If people get 2 -5 points a kill (based on weapon), 10 or so points per hostage rescue/bomb plant, and 3-5 per win then it would make sense. This way if your doing well and getting a lot of kills your score goes up. If your sucking, dying a lot, your score goes down but can still be augmented by the fact that you plants bombs or rescue hostages and the possiblity of your team winning.
(Objectives would be encouraged with this system in a more efficient way than the current system. It doesn’t currently because objectives are crap compared to killing someone for 20-25 points).
I don’t see why we can’t ‘try it’ for a semester. It isn’t going to cause anymore *edited*ing than we already have.
The new system does need to be implemented ‘only’ after a stats reset.
A formula based on your score vs. another players score would work ‘if’ everyone on the server was a regular. It doesn’t work because we have huge numbers of new players on a daily basis. The stats can never be accurate because there isn’t a consistent player base to base it on. Simply making it so nubs don’t get points til 100 kills also doesn’t solve the problem because they can still take 10-25 points from anyone with a high number of points once they get 100 kills.
With the new system a player knows why they are progressing, have a positive K:D ratio and/or win/complete objectives. With the current system the rank, to an extent, depends on the luck of whether or not you kill a high ranked player or are killed by someone well below you. This leaves the player unsatisfied and frustrated because they can’t choose who they kill or who they are killed by (to an extent the last part, everyone dies, and this system still shows who is the best player). Luck should not be ‘the deciding factor’ in our ranking system. (Obviously there are those that rarely ever die but this won’t affect them anyways, they still get the rank they deserve)
Basically the stats should be based on your K:D ratio, objective completions, wins, and what weapon you use. Without a consistent player base using a formula based on the ranks is inaccurate and as has been seen, frustrating for many people.
Trying something ‘new’ shouldn’t really be a big deal! Lets go for it and see what happens!
April 14, 2007 at 1:25 pm #19887Falcon
Spectatormmkay… perhaps we add in an extra bit to the equation to scale the points per kill by the weapon modifier within 2-5 points or something? still if we forget scaling per weapon the awp’s will take off. also, we should leave flashbang and smoke grenade kills at a well-earned amount, say 30+ ppk
April 14, 2007 at 2:24 pm #19890Kappamerc
SpectatorFalcon said:
mmkay… perhaps we add in an extra bit to the equation to scale the points per kill by the weapon modifier within 2-5 points or something? still if we forget scaling per weapon the awp’s will take off. also, we should leave flashbang and smoke grenade kills at a well-earned amount, say 30+ ppkIf we make the base equation per kill = 1 then all we have to do is adjust weapon modifiers. AWP could still be controlled. It is a very simple equation, try not to make it more complicated than it should be ^^.
I don’t think anything should be worth more than 10 points. If most weapons are 2-5 then grenades at 10 would be double the highest weapon. That is more than enough! Gotta keep knife / grenade in check because of SK and Grenade rounds.
April 14, 2007 at 4:54 pm #19911Falcon
Spectatorbut still, flashbang and smoke grenades are so incredibly difficult to land a kill with, 30+ points a pop for them
April 14, 2007 at 9:32 pm #19923pinkcs
SpectatorHow about keeping the current point system for ‘Skill’ and just use the same system WITHOUT the negative modifers from deaths as ‘Total Points’?
Because it seems to be that some people want a point system that is more level-like, eg. little or no negative progression and some want a skill system that more or less represents your K:D.
April 14, 2007 at 9:33 pm #19924gxti
SpectatorThat’s exactly what I don’t want because it creates even more of a bias towards people who play 5 hours a day. Points should be a reflection of your skill level, not how frequently you play.
April 14, 2007 at 9:35 pm #19925pinkcs
SpectatorCatering for both groupings is out of the equation then?
April 14, 2007 at 11:43 pm #19929Bracket
Spectatortvh, I’ve quit the point thing… It just upsets me to lose 15-20 points a death =/ I like messin around
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April 15, 2007 at 3:01 am #19934gxti
SpectatorHow is rewarding time played good for anyone?
April 15, 2007 at 3:04 am #19936Fascist Flakes (Jagr)
SpectatorSounds good, repays players that play all the time.
April 15, 2007 at 3:06 am #19938gxti
SpectatorThere’s no challenge. Keep a positive KDR and your points just keep going up.
April 15, 2007 at 4:17 am #19940Kuros
SpectatorJust set a point max of 10. Problem solved.
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