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[REJECTED] Bring back K/D ratio for pvp rankings.

Posted: Sat Jul 07, 2012 11:27 am
by jugglingman456
The pvp ranking for the server as it is currently is based on the number of kills. I do not think that this is at all representative of actual pvp skill. Anyone with a stone sword at spawn can easily get to the top of the rankings. You no longer need to care about being killed to appear impressive.

Re: [Suggestion] Bring back K/D ratio for pvp rankings.

Posted: Sat Jul 07, 2012 4:00 pm
by The-Jack-DeCk
Problem is, the old system didn't show talent amount either.

Anybody can kill another player if they have signifigantly better gear. If we wanted a perfect representation of skill, I think an official system involving a tournament or special event would be in order.

But yeah, the current system shows devotion, the previous one shows application of gear and some skill.

Re: [Suggestion] Bring back K/D ratio for pvp rankings.

Posted: Sat Jul 07, 2012 4:38 pm
by jugglingman456
The-Jack-DeCk wrote:Problem is, the old system didn't show talent amount either.

Anybody can kill another player if they have signifigantly better gear. If we wanted a perfect representation of skill, I think an official system involving a tournament or special event would be in order.

But yeah, the current system shows devotion, the previous one shows application of gear and some skill.
If one spends hours upon hours grinding for armor / swords and brewing potions does that not exemplify devotion? Acquiring good gear is just as honorable and important to pvp as skill is.

Re: [Suggestion] Bring back K/D ratio for pvp rankings.

Posted: Tue Jul 10, 2012 9:10 pm
by BSGSamuel
K/d would not show any skill either. Even I am capable of killing unarmed players with no armour over and over again while wearing full diamond.

Re: [Suggestion] Bring back K/D ratio for pvp rankings.

Posted: Wed Jul 11, 2012 12:45 am
by mitchie151
I have an idea for this 'skill issue' that has the pottential to be very useful indeed.

Different armour types have a different amount of points.

For example, a piece of diamond armour might be 10 points each, iron 6 points, leather 3 and a player without armour is worth 1 point. The weapon you use to kill someone multiplies your points. For example, a diamond sword might have a 1x multiplier, iron 2x, stone 3x and wood 5x.

These points would be added together when a player is killed. So, if I kill a player with full diamond armour using an iron sword, I would get 80 points. However, if I killed someone with no armour using a diamond sword I would only get 1 point.

Enchantments could also add multiplication points for the killer, so armour with protection 4 would give 2 or 3 times the points, while sharp 4 weapons might only give 0.8 times the points.

Additionally, being killed would subtract points equal to some multiplication that the killer receives.... For example, 0.5 times. These points would show up on the PVP page and could even be graphed.

Another interesting element would be allowing these points to be traded.

Of course there would need to be more factors, I don't even know if the server can analyze the necessary factors.

Of course, this is bound to have some problems, chuck in any ideas if you want.

Re: [Suggestion] Bring back K/D ratio for pvp rankings.

Posted: Wed Jul 11, 2012 5:49 am
by The-Jack-DeCk
mitchie151 wrote:I have an idea for this 'skill issue' that has the pottential to be very useful indeed.

Different armour types have a different amount of points.

For example, a piece of diamond armour might be 10 points each, iron 6 points, leather 3 and a player without armour is worth 1 point. The weapon you use to kill someone multiplies your points. For example, a diamond sword might have a 1x multiplier, iron 2x, stone 3x and wood 5x.

These points would be added together when a player is killed. So, if I kill a player with full diamond armour using an iron sword, I would get 80 points. However, if I killed someone with no armour using a diamond sword I would only get 1 point.

Enchantments could also add multiplication points for the killer, so armour with protection 4 would give 2 or 3 times the points, while sharp 4 weapons might only give 0.8 times the points.

Additionally, being killed would subtract points equal to some multiplication that the killer receives.... For example, 0.5 times. These points would show up on the PVP page and could even be graphed.

Another interesting element would be allowing these points to be traded.

Of course there would need to be more factors, I don't even know if the server can analyze the necessary factors.

Of course, this is bound to have some problems, chuck in any ideas if you want.
If that can be done, just add the potions that the fighters had upon the kill to the equation, and it's pretty much flawless.

Re: [Suggestion] Bring back K/D ratio for pvp rankings.

Posted: Wed Jul 11, 2012 1:39 pm
by jugglingman456
mitchie151 wrote:I have an idea for this 'skill issue' that has the pottential to be very useful indeed.

Different armour types have a different amount of points.

For example, a piece of diamond armour might be 10 points each, iron 6 points, leather 3 and a player without armour is worth 1 point. The weapon you use to kill someone multiplies your points. For example, a diamond sword might have a 1x multiplier, iron 2x, stone 3x and wood 5x.

These points would be added together when a player is killed. So, if I kill a player with full diamond armour using an iron sword, I would get 80 points. However, if I killed someone with no armour using a diamond sword I would only get 1 point.

Enchantments could also add multiplication points for the killer, so armour with protection 4 would give 2 or 3 times the points, while sharp 4 weapons might only give 0.8 times the points.

Additionally, being killed would subtract points equal to some multiplication that the killer receives.... For example, 0.5 times. These points would show up on the PVP page and could even be graphed.

Another interesting element would be allowing these points to be traded.

Of course there would need to be more factors, I don't even know if the server can analyze the necessary factors.

Of course, this is bound to have some problems, chuck in any ideas if you want.
This sounds like an excellent idea. I hope this gets implemented on minerealm.