Hrmm... I'm thinking that I may have been unclear with my explanation. With the idea that I had, you'd still get the xp bonus, it just wouldn't effect your win/loss ratio. The changes would only occur if you connect to a game and there is less than a certain amount of time elapsed before the game ends. That's the thing, you have to be there til the game ends, quitting would just put another loss onto your record.
Basically, it goes like this.
I connect to a game with 1:25 left on the clock, the team I get placed on is in the lead. I get a few kills, maybe even a 5 kill-streak, but we don't get to the required number before the time runs out. When the game ends, I get all the xp associated with my kills, but my W/L doesn't change.
Conversely, I connect to a game with 5 minutes on the clock, my team is getting demolished. I manage a kill or two, but it takes about 30 seconds from the time I load in until the opposing team gets the winning kill. I'd still get the xp associated with my couple of kills, but my W/L is unaffected.
Basically, it's a system that would try to avoid punishing players for loading into impossible situations. Thing is, it has to work both ways to be a fair system.
Of course there would probably still be ways to abuse the system, but that's going to happen no matter what, unfortunately.
No, I followed what you were saying and I get it.
Originally Posted by Lever
If you mean the point in my reply about a cutoff for when drop-ins could occur, it would be to prevent someone joining, getting their loadout or whatever ready simply to see the end-of-match screen. It would likely work best in tandem with what you're suggesting but ought to be in place at a bare minimum for a drop in system.
There are usually timers for how long you have to select /revise your loadout before initial spawn, so whatever that timer is would be the minimum cutoff time remaining for when players could drop into a matchup down one or more players (Y). That minimum could be modified for kill times: what is the quickest someone could possibly spawn safely and get a kill versus the average? No sense having X go through the trouble of drop in even at the end of the match if there's no way to do anything helpful for Y.
Instead, the matchmaking search would place the potential drop-in player (X) with another match that hasn't reached the cutoff, or if for some reason there isn't one with a good enough connection for the X's location, the player would wait just a bit until that game had ended to join Y during the next pregame lobby. It just would provide for a smoother, less confusing experience- having to ready up repeatedly or being asked to make unnecessary inputs can be annoying.
Everything else was about the impossible victory scenarios, where you wouldn't want players being punished for dropping in sort of late, and suggestions on how to make everything explicit to players where it matters.
Last edited by external memory; 04-26-2012 at 04:25 AM.
Originally Posted by external memory
Nah, I actually didn't see your reply, I'd had the page loaded for a while and forgot to refresh before trying to clarify it, whoops XD I must say that I do like the idea of a cut-off period to try and prevent the load-straight-into-a-results-screen situation as well.
Last edited by Lever; 04-26-2012 at 04:31 AM.
When in doubt, use fire.
My bad, I re-tracked the thread and saw it was you and GP that seemed to have the lines crossed; think he meant it as a win/loss wouldn't count at all / count as much in regards to macro-game faction war stats or territory control; either in addition to or instead of in regards to macro-game individual stats which is what you were talking about.
Originally Posted by Lever
Well, anyway, we're gonna be putting the game through its paces this afternoon, so let's all continue with the discussion as we encounter opponents or teammates dropping.