***Official Left 4 Dead 2 Thread***

The thing is the old scoring system COULD have worked with tweaking. Why the hell they went for this system, practically the opposite extreme is beyond me.

Ok there was far too much emphasis on surviving (since it was supposed to actually be hard...). But i can't count the number of games i'd had where our team had been in control the entire game on our hard server only to have the opponents win the finale and jump into the lead from mayeb 1500 points down because of how insane the Health Bonus was. I like that you can't decide the game in 1 round on l4d2 unless its close but theres absolutely no distinction between blitzing the level or limping over the finishing line now.

I can see your point but with the new SI the fact that you make it at all is an achievement in some games. IMO dont acre about the scoring - its about having a laugh with ur mates and killing them and then taking the pee out of them
 
OK, I'm a total Noob to both steam and l4d. I've joined the OcUK L4D group.
Steam Name: Ali
Profile:
Code:
http://steamcommunity.com/profiles/76561198016313149

I'll be on later tonight if anyone fancies an easy kill.
 
Last edited:
New Update Released.

Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Left 4 Dead 2

-Updated stats collection and related steam pages
-Fixed issue where players could be stuck if caught in charger pound
-Updated CPU detection

All OcUK servers (OcUK 1-6 and Insanity Versus) updated. :)
 
i think the best way for the scoring system is to have what it is now but instead of having a survival bonus have a heath bonus instead.

The main problem with the old system was that if you had a bad round and died, and the other team survived the gap between the scored would soon jump especially on the later maps.

The main issue was the fact that the health bonus came before the survival multiplier and then the level multiplier so you could end up pulling a 2000 point lead in 1 map.

Fair enough this works in OcUK games as everyone knows that it can be pulled back with hard work. My betting is tho in public games the RQ in these situations would be pretty huge due to most players thinking theres no point and abandoning ship.

Probably the reason why valve would have had to re think the scoring methods.
 
Yeah as Kearney said, we waited, tried chatting with them to pass the time and even offered to dive into our own friends list to get them a player.

They point blank refused each time and were quite abrupt and not really responsive to being civil/friendly/respectful.

It was either play on with 3 until their guy game, wait 15 minutes doing nothing , give up and stop playing or proceed by their instruction to game on.


Oh and each time we schooled them they did have 4 people. Was a reasonably small proportion of the overall game they only had 3. Like 1 map maybe.

Yup we gave em every chance to get their 4th guy back in but they wanted to play on, tbh I don't think it would have mattered we were ahead the whole game apart from the first round which was a draw (everyone survived, both teams did the exact same damage :P) but after that we were definitely pulling ahead of them throughout!
 
i think the best way for the scoring system is to have what it is now but instead of having a survival bonus have a heath bonus instead.

The main problem with the old system was that if you had a bad round and died, and the other team survived the gap between the scored would soon jump especially on the later maps.

The main issue was the fact that the health bonus came before the survival multiplier and then the level multiplier so you could end up pulling a 2000 point lead in 1 map.

Fair enough this works in OcUK games as everyone knows that it can be pulled back with hard work. My betting is tho in public games the RQ in these situations would be pretty huge due to most players thinking theres no point and abandoning ship.

Probably the reason why valve would have had to re think the scoring methods.

I see what your trying to say. But this is just the opposite extreme. The first was based far too much on reaching the safe room and the multipliers and health bonus changed a (say 1st level) <100 point fail into a 1100 point completion. But this is just entirely based on rushing the level. Lose a survivor? If its early on you lose score a fair bit, but lose him in the last 10% and it barely matters.

The whole +25 points for surviving just seems completely arbitrary, it has no real meaning at all. Its effectively saying "we needed something to say well done for surviving so heres a measily 100 points to go with the 800 you got for getting here..."
 
Personally I think a combination of the two scoring methods would have been better. Almost. Imagine using the same distance scoring from L4D2, plus a modifier based on infected damage - but with a total possible difference of up to say 30-50% of the score gained from making it all the way... it would really give the infected a reason to hang in there and keep fighting - and for the survivors to be a little more careful (as if the Insanity mod isn't enough - cos I'm scared of it!).
 
Hard stuff tonight with Sharky, Silent and Thundycat it just all kept falling apart!

As I said in teh game, far to many games on normal have me messing around not worrying about zombies, until they take most my health off :(
 
Being Friday night I thought there would be more people on, I'm surprised! :o

Although the game has barely been out a week so maybe that's why it doesn't have the mahoosive following yet. :)
 
Midnight dragging his team down :D and helping them loose 16-0 in a round of Scavenge

c4m1_milltown_a0001.jpg
 
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