Tozzaa
Tribute
- Joined
- Apr 4, 2013
- Messages
- 84
- Reaction score
- 13
So I'm sure most of us have experienced a circumstance where we weaken a player almost to death, and then somebody else runs in, perhaps from another direction, hits them once with a wooden sword, and get the kill.
My suggestion is that recent damage on a player should be taken into account when deciding who gets a kill, to prevent people doing what was mentioned above.
By recent damage, I'm referring to damage in the past 2 minutes or so. This is to prevent person a from dealing 15 hearts of damage to the target (15 since the target heals as he runs away), and then later in the game person b, while the same target is at full health, deals 10 hearts of damage to kill the target, and then person a receives the kill. This is unfair.
Of course, I think the final hit should be taken into account, although some kind of weighting should be implemented.
For example (rough figures), say each heart of damage dealt is worth 1.5 points in the first minute after that damage is dealt, and 1 point for the next minute, being non-existent after 2 minutes. And then a final hit is worth 3.5 points. Something along this lines would help abolish 'kill-stealing', or at least reduce it.
Also, DontGriefBro suggested a split of the bounty to everyone who contributes to the kill (so if you're in a team of 2, and player a deals 5 points of damage and player b deals 10, while the target would usually reward 30 bounty, player a would receive 10 bounty and player b would receive 20).
Please let me know your thoughts on this, and please state if you'd prefer what I suggested or what DontGriefBro expanded on and why.
My suggestion is that recent damage on a player should be taken into account when deciding who gets a kill, to prevent people doing what was mentioned above.
By recent damage, I'm referring to damage in the past 2 minutes or so. This is to prevent person a from dealing 15 hearts of damage to the target (15 since the target heals as he runs away), and then later in the game person b, while the same target is at full health, deals 10 hearts of damage to kill the target, and then person a receives the kill. This is unfair.
Of course, I think the final hit should be taken into account, although some kind of weighting should be implemented.
For example (rough figures), say each heart of damage dealt is worth 1.5 points in the first minute after that damage is dealt, and 1 point for the next minute, being non-existent after 2 minutes. And then a final hit is worth 3.5 points. Something along this lines would help abolish 'kill-stealing', or at least reduce it.
Also, DontGriefBro suggested a split of the bounty to everyone who contributes to the kill (so if you're in a team of 2, and player a deals 5 points of damage and player b deals 10, while the target would usually reward 30 bounty, player a would receive 10 bounty and player b would receive 20).
Please let me know your thoughts on this, and please state if you'd prefer what I suggested or what DontGriefBro expanded on and why.