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xCROMIOx

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About xCROMIOx

  • Birthday 12/23/1981
  1. Unfortunately that is why the game is dying and all users are switching to other moba! For example, LoL already defines class before starting a group, in HON it becomes a fight and everyone wants to choose carry, sometimes we have matches with 5 carrys! And the reason is simple, everyone wants heroes who can kill more because of the reward for buying items. So in my view, this system used from the last hit is totally flawed, only causing fights in the team (see, one thing is that you play in a closed team and that's what you are exemplifying up there, another thing is that you play with all the random players where there is no total harmony between the team and everyone wants to carry or leave the ability to finish the enemy, so who wants to play with a tank that stays there getting beaten up, most of the time, while carry takes death and most of the gold? Who wants to play with a support that most of the time only dies to save the team and is the one with less gold return? Today unfortunately, the game is all about taking carry, staying back in the TF waiting for tank and support to kill themselves taking the lives of enemies and then the carry uses the skills to kill only to get the gold and is positive in the KD (most players who play together act like this!), then he leaves later of one or two KILLS, and you don't even care to partners to help them in TF, his goal is just to stay positive and get KILL at the end of TF. HON is dying more and more and that is one of the reasons! I believe that with this calculation mechanism will return many players who have migrated to other MOBA, where all players complain about players who are only hunting KILL and saving their skills for this!
  2. Don't you think it is correct for the gold distribution to be based on the percentage of damage the hero did to aid in the enemy's death instead of the last hit?
  3. Please disregard errors as I used google translation! English: In my opinion, the distribution of gold for deaths used in all moba games only causes problems with the relationship between the team and the choice of heroes (carry, tank, support). Making most players focus on selecting repeated carrys on the team to get more kills. So getting rid of the other categories because of the reward for each death. For this reason, almost nobody wants to select a support hero or a tank hero. And it still has some of the worst things in the game, it is when the player is always behind, keeping all the skills to only use them when he is sure he will be able to kill and guarantee more gold and death status. Well, for me, the correct thing would be to reconstruct the reward calculation based on the amount of percentage of damage that the hero did to the enemy plus the amount of life healed by the allies by the hero (so as not to disenfranchise the supports). Exemplifying the calculations: Situation 1 (no life cure): Enemy: 1000 Life Hero 1 caused 550 damage Hero 2 caused 200 damage Hero 3 caused 250 damage So the reward distribution would be: Hero 1: 550 (damage done) / 1000 (enemy's health) * 100 = 55% of gold Hero 2: 200 (damage done) / 1000 (enemy's health) * 100 = 20% of gold Hero 3: 250 (damage done) / 1000 (enemy's health) * 100 = 25% of gold Situation 2 (with life cure): Enemy: 1000 Life Hero 1: caused 550 damage Hero 2: caused 200 damage and heals 300 allies Hero 3: caused 250 damage and heals 100 allies Note: the amount that the hero heals from himself would not be included in the calculation So the reward distribution would be different because of the healing aid! We would then have to use the enemy's health amount + total allies' healing amount for the calculation, getting 1000 (enemy's health) + 300 (healing from one hero's allies) + 100 (healing from the other hero's allies) ) totaling 1400 for the calculation. So to calculate the percentage of reward with healing we use the damage he caused to the hero plus the amount of life he healed from the allies for the calculation, with Hero 2 getting 500 in total and Hero 3 getting 350 in total: Hero 1: (550 (damage done) + 0 (heals him to allies)) / (1000 (enemy health) + 400 (total healing from all allies)) * 100 = 39.28% of gold Hero 2: (200 (damage done) + 300 (healing him to allies)) / (1000 (enemy health) + 400 (total healing from all allies)) * 100 = 35.72% of gold Hero 3: (250 (damage dealt) + 100 (healing him to allies)) / (1000 (enemy health) + 400 (total healing from all allies)) * 100 = 25% of gold This method of calculating the reward, in my view, would be the solution to many problems in the game, of friction between players, and a more balanced distribution in the selection of hero classes, where a support and a tank would be as targeted as the carrys. Without forgetting that the death status would go to the hero who had the highest percentage of reward, thus no longer keeping players guarding skills and waiting to deliver the final blow and take the death status! (Ending the fomented KS). I await a position from the moderators! Graciously, Leandro César Gomes Português: Ao meu pensar, a distribuição de ouro por mortes usadas em todos os jogos moba somente causam problemas de relacionamento no time e na escolha de heróis (carry, tank, support). Fazendo com que a maioria dos jogadores foque selecionar carrys repetidos no time para conseguirem mais mortes. Assim se desfazendo das outras categorias por causa da recompensa de cada mortes. Por este motivo, quase ninguém quer selecionar um herói suporte ou um herói tanque. E ainda tem umas das piores coisas no jogo, é quando o jogador fica sempre atrás, guardando todas as habilidades para somente usá-las quando ele tem certeza que irá conseguir matar e garantir mais ouro e status da morte. Bom, para mim, o correto seria reconstruir o cálculo de recompensa baseando na quantidade de porcentagem de dano que o herói causou ao inimigo mais a quantidade de vida curada dos aliados pelo herói (para não desprivilegiar os suportes). Exemplificando os cálculos: Situação 1 (sem cura de vida): Inimigo: 1000 vida Herói 1 causou 550 dano Herói 2 causou 200 dano Heroi 3 causou 250 dano Assim sendo a distribuição de recompensa seria: Herói 1: 550 (dano causado) / 1000 (vida do inimigo) * 100 = 55% do ouro Herói 2: 200 (dano causado) / 1000 (vida do inimigo) * 100 = 20% do ouro Herói 3: 250 (dano causado) / 1000 (vida do inimigo) * 100 = 25% do ouro Situação 2 (com cura de vida): Inimigo: 1000 vida Herói 1: causou 550 dano Herói 2: causou 200 dano e curou total de 300 seus aliados Heroi 3: causou 250 dano e curou total de 100 seus aliados Observação: a quantidade que o herói cura de si mesmo não entraria no cálculo Assim sendo a distribuição de recompensa seria diferente por causa da ajuda de cura! Teríamos então que usar a quantidade de vida do inimigo + quantidade de cura total dos aliados para o cálculo, ficando 1000 (vida do inimigo) + 300 (cura de dos aliados de um dos heróis) + 100 (de cura dos aliados do outro herói) totalizando 1400 para o cálculo. Assim para calcular a porcentagem de recompensa com cura usamos o dano que ele causou ao herói mais a quantidade de vida que ele curou dos aliados para o cálculo, ficando o herói 2 com 500 no total e o herói 3 com 350 no total: Herói 1: (550 (dano causado) + 0 (cura dele aos aliados)) / (1000 (vida inimigo) + 400 (cura total de todos aliados)) * 100 = 39,28% do ouro Herói 2: (200 (dano causado) + 300 (cura dele aos aliados)) / (1000 (vida inimigo) + 400 (cura total de todos aliados)) * 100 = 35,72% do ouro Herói 3: (250 (dano causado) + 100 (cura dele aos aliados)) / (1000 (vida inimigo) + 400 (cura total de todos aliados)) * 100 = 25% do ouro Este método de cálculo de recompensa ao meu ver, seria a solução para muitos problemas no jogo, de atritos entre os jogadores, e distribuição mais equilibrada na seleção de classe de heróis, onde um suporte e um tank seriam tão visados quanto os carrys. Sem esquecer que o status da morte iria para o herói que teve a maior porcentagem de recompensa, assim não ficando mais jogadores guardando habilidades e esperando para dar o ultimo golpe e levar o status de morte! (Acabando com o fomoso KS). Aguardo uma posição dos moderadores! Atenciosamente, Leandro César Gomes
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