TF2 - Scores represent time rather than skill...

Soldato
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So going onto a server with someone at 140 points this simply shows that someone has been on the level for a long time!!

Why aren't the points shown PER game (as well)???
 
Scores are sensible to me. Most people will be on the server for multiple games, where a game lasts the whole time the map is loaded, not just a round. Statistically you'll get more reliable results this way when it comes to determining who is best (at scoring - there are some places where the scoring seems slightly too generous / stingey), provided you only look at the people who have been playing the whole game. You get the top performers at the end of the round as well for the winning team
 
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because people like a running total, not quite sure why it bothers you though.

Because the scores are practically meaningless...

You have no idea if someone with 50 points is fabulous as they only joined this round, or are utter crud cos they've been playing for the entire 4 rounds...

Why not simply show the score this round as well eg: 141 (22) rather than just 141?

Simple and means you can see who is scoring highly at the moment...
 
Scores are sensible to me. Most people will be on the server for multiple games, where a game lasts the whole time the map is loaded, not just a round. Statistically you'll get more reliable results this way when it comes to determining who is best (at scoring - there are some places where the scoring seems slightly too generous / stingey), provided you only look at the people who have been playing the whole game. You get the top performers at the end of the round as well for the winning team

Understand and agree, but can see no reason to omit the round's score. Also would be nice (like TFC) to see play time as well I think...
 
you can see playtime just look in server info and you will know whos good

And I see that by press TAB and?????

Again, the scores are all lost in 'time'... Just have score per round and a grand total if so be... But as it is, they're a little mushy/worthless due to the 'time factor'...
 
Personally, I'd like to see them do away with the current scoring system as it doesn't reward selfless play!
For example, someone playing as a Pyro that enters a capture area knowing they'll defo die just for the fact that they'll set light to 5 or 6 enemy and cause chaos - they could possibly score nil points as no kills, but because of them the capture could be made and the whole team benefits! It's often the selfless acts that give the best team results.
Conversely, you could get someone playing as Heavy camping at the spawn with a medic on his ass - he manages to kill shedloads of enemy and score loads of points, but doesn't advances the team what-so-ever!
 
I dont know how people can complain about the scoring system on this game tbh!

U get points for assists.
At the end of every round it shows the top 3 players.
 
Personally, I'd like to see them do away with the current scoring system as it doesn't reward selfless play!
For example, someone playing as a Pyro that enters a capture area knowing they'll defo die just for the fact that they'll set light to 5 or 6 enemy and cause chaos - they could possibly score nil points as no kills, but because of them the capture could be made and the whole team benefits! It's often the selfless acts that give the best team results.
Conversely, you could get someone playing as Heavy camping at the spawn with a medic on his ass - he manages to kill shedloads of enemy and score loads of points, but doesn't advances the team what-so-ever!

I had a classic today... On 2fort, got the intel, managed to fight it all the way back to our base without diing... Got to our top floor and thought - somewhat chuffed at this - 'I'll just top up on health'.... As I went thru the door, the intel dropped and bang, someone else picked it up and merrily went and capped it...
 
Yeh that's my main gripe with the scoring - you don't get points if you carry the intel from the enemy intel room to your own intel room only to get shot in the back (or the front), steps away from the goal, or in one case last night get back to your base to find the enemy have set up 3 sentries your intel room.
Also being the only person standing in a control point for 99% of the cap and then dying just after someone else arrives, moments before it changes, as well as no assists on destroying buildings (I think?) and sometimes it seems like you don't get assists when you really should.
On the other had it does accasionally seem like getting points for doing pretty much nothing.
 
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If you're bothered, view server info and it will say how many kills in how much time.

But you shouldn't have to dig around for something so simple... Why not just show:-

Lives, Score, Total, Time on the TAB screen.

ie: Lives lost on this round, Score for this round, Total score (as currently shown), Time on server...

Seems simple and would give a nice clear indication of true greatness :)
 
Multiplayer games are shifting away from the old kills/death ratio as a representation of "greatness" whether you like it or not, they did the same in quake wars, thats why even if you play an average round of tf2 it still trys to make out that you did something which was "ok" or nearly beat you previous record, its there as an encourgament i guess for players to play as a team, and for players who arent so good to feel like they can still contribute something worthwhile to the game.

Luckily i dont need a k/d ratio or a scoreboard to tell me whether i played a good round or not :/
 
But you shouldn't have to dig around for something so simple... Why not just show:-

Lives, Score, Total, Time on the TAB screen.

ie: Lives lost on this round, Score for this round, Total score (as currently shown), Time on server...

Seems simple and would give a nice clear indication of true greatness :)

I can see what you're getting at, im not sure why everyone else cant. I like to know how many points in a round, not a running total for the reasons you specified
 
Personally, I'd like to see them do away with the current scoring system as it doesn't reward selfless play!
For example, someone playing as a Pyro that enters a capture area knowing they'll defo die just for the fact that they'll set light to 5 or 6 enemy and cause chaos - they could possibly score nil points as no kills, but because of them the capture could be made and the whole team benefits! It's often the selfless acts that give the best team results.
Conversely, you could get someone playing as Heavy camping at the spawn with a medic on his ass - he manages to kill shedloads of enemy and score loads of points, but doesn't advances the team what-so-ever!


I agree the best team player isn't always the guy with the best score. I have played on teams where people hang back picking shots, using team-mates as shields or watching team-mates struggle on their own and don't press or take risks, just so they can try and get a good personal score. It can be very irritating if you are losing because of them and all the time they think they are doing great and it is quite common if you just jump onto a server as I do.

I have also made suicide runs so my team can advance past a defended point or make a capture. I find it particularly amusing when on rare occasions someone has made some remark about me dying, or running into certain death, then see my team take the capture point or kill the person and his team-mates just moments later because they were too busy dealing with me. A kill/death ratio isn't always that useful an indicator.

The only score I really notice is the MVP scores at the end of a round and my own. The main scoring system is just there I rarely notice it but I don't mind it either, I don't think I'd pay much attention to it. I find it much easier to tell in game who is doing well and causing problems and what they are doing.
 
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I agree the best team player isn't always the guy with the best score. I have played on teams where people hang back picking shots, using team-mates as shields or watching team-mates struggle on their own and don't press or take risks, just so they can try and get a good personal score. It can be very irritating if you are losing because of them and all the time they think they are doing great and it is quite common if you just jump onto a server as I do.

I have also made suicide runs so my team can advance past a defended point or make a capture. I find it particularly amusing when on rare occasions someone has made some remark about me dying, or running into certain death, then see my team take the capture point or kill the person and his team-mates just moments later because they were too busy dealing with me. A kill/death ratio isn't always that useful an indicator.

The only score I really notice is the MVP scores at the end of a round and my own. The main scoring system is just there I rarely notice it but I don't mind it either, I don't think I'd pay much attention to it. I find it much easier to tell in game who is doing well and causing problems and what they are doing.

Well, last night I was quite chuffed that I managed to last quite a long time and kill around ten enemy without losing a life... How is this reflected in the scores? Not at all... The suicide pyro does just as well score wise, the guy who's been on for 2-3 rounds more than me has a higher score etc etc...

Just show a set of different stats/scores (lives, score this round, total score, time on server) so you can see who is a suicide monkey, who is doing really well this round, and who is doing well this map etc etc.

I see that sort of information far more important than knowing what my record is for the most times I've had a teleporter used, and that I was an engineer at the time? :rolleyes:


As for endorsing team play, that's another matter. It's odd, some of the gameplay really helps, medics and eng especially. But what's very odd is the communication I've seen so far for TF2 is terrible (say compared to TFC). It's VERY rare to see anyone mention the location of intel they've dropped, or where an enemy SG is so their team mates don't run head on into it... For such a team minded game, it's odd how unteamy the communication seems to be from the people playing it? (From what I've witnessed)
 
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