I think that one system Valorant has that could be useful for Ow2 is the numerical score system that takes into account every action that helps winning the game, like:
-You helped captured the point: you get extra score depending on the time you have spent doing so. (300 Points per full capture, 100 for every 1/3 capture)
-You defended the point from enemies: you get points for killing the enemies + extra for defending the point. (1 point for every 1 damage that helped in the kill, + 25 extra points if you get the kill, 15 points if you got the assist)
-You managed to kill 4/5 enemies in seconds: (bonus consisting on 1,25 points for each 1 damage that helped secure the kill)
-You get Potg: You get extra points (300-400 points)
These points will allow players to compare their performance in a better way, and could also be used to see how well we perform so that we can understand why we rank up or down.
1 Like
Might as well give bonus points for existing.
Imagine you catch 5 people in a Grav but the Hanzo who’s been feeding the entire game effortlessly threw a dragon into them and got a 5k for POTG gets extra points out of it, and you don’t. Great idea.
1 Like
You would get the assistance for the kills, any way, if the hanzo had been feeding, he would have low score, so you should end up having much higher score than him.
Ok, but someone’s still getting a massive amounts of extra points for someone else’s effort. Not to mention people would try use their ults for extra POTG points instead of using them to win fights.
Same with capturing a point. You could do absolutely nothing to win a fight and then just waddle over to the objective for extra points, which is not good because first of all having over 3 people capturing it is pointless, and generally you want 1-2 people capturing anyway while the rest pushes ahead and takes space before the enemy respawns, or to clean up the enemies that are trying to run away. Those people would get nothing while those AFK on the point would get bonus points. And I sincerely hope you didn’t mean to apply this to objective time on escort and push maps.
Maybe the way some scores work could be modified through hotfixes so that people do not abuse the system
Optimally you’d leave 1 person to push cart so is the cart pusher the only person getting a rank boost?
Instead you’d have to reward space control and capturing. When does that space control turn into feeding? What about holding too little space? Then the question of when to give it up.
Same goes for ultimates. A pulse bomb stick to force a suzu gets zero kills but now there is no counter for a fight winning shatter. Is shatter the only good play and not the pulse? Getting 1 pick with barrage every time is miles better than getting 5 kills sometimes.
This sort of highlights how complex of a game OW is and why a real performance based rating system is extremely difficult to implement. Luckily there is an easy answer, all of these good plays help you win. So a rating system based on wins rewards all of these good plays indirectly.
2 Likes
did you win, if yes heres 23 SR. did you lose? if yes you lose 23 SR. imagine thinking devs in 20 years will figure out what wins games and what are useless mindless nothing points
This is already a thing with performance based MMR
The only problem is that there are many things that help win games that cannot be accounted for by statistical analysis.