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If thresh gets a break from fighting to stay in business he'll probably have something to say about the league's name, unless there's something i'm missing.
Dark [pO] wrote..
...and to help get clans to sign up for the league, ASSumer
Yes, that 2nd function makes the 1st seem so much better. OMB, but you capitalized ASS in assumer! What a pun! And assumer isn't even a word! Score! Bonus!
Why can't these leagues come up with good names? ... I mean we got "Virtual Gaming Advanced League", which doesn't flow well, nor make a bit a sense. Maybe if they took out 'Advanced' it'd be better, but still an overall bad name. Then you got "Artificial Gaming League", also one the boggles my mind on how the creator settled with that. At least he let us know it isn't a Naturally-created league, as that would be a tad odd. And don't forget "Tactical Assassination League"!!! As much fun as it is to make up random-ass names that serve no meaning to what the league actually does, well, it just doesn't go.
And now we have the "Pure Gaming League" ... if that means you only play 100% real games, then you can't possibly go wrong!
Although, as far as the scoring system goes, i'm not too sure how well that would work. The point about cheating adds a lot of weight to it, but it really isn't expanded upon. I'm getting the feeling that such a system would have a lot of complicated, almost arbitrary rules for awarding or subtracting points. UT/Q3 CTF has a bunch of convoluted rules for personal scoring, and it's just overkill. UT3k tries, and fails, to rectify it. It's sound technically, but i just don't like scoring that takes more than 2 sentences to explain.
The way i see it is this:
The scores we have now are necessary because we need to see how well we're doing on an INDIVIDUAL basis. Remember, this game is supposed to be a MIX of team realism and DM. Teamwork is one facet of the game, personal skill (aim and whatnot) is the other. Everyone has to admit, a good score IS a goal, and it IS nice to look at (and have others look at)
You've got the team score, which tells you all you need to know about how the team's doing. Great. But, you have the individual frag count to see how well YOU are doing. Thing is, the specifics of the individual score count KILLS, which overshadows the team score. Frags are counted specifically, and those with frags are placed on the top of the team's list, so frags MUST be important, right? And killing everyone else is the same as completing the objective, right? Thus, we have our problem. We've all seen this in how no one seems to want to listen to someone listen to a 4/10 player, even if what he's saying is tactically sound. This is a spiral, because with a shitty team, even someone who knows what he's doing is going to get stomped due to non-existent teamwork. You all suck.
So, instead of counting frags specifically, instead of relying on numerous absurd "scoring rules", we give a general idea of how an individual is doing. What about an efficiency percentage? 10 kills, no deaths = 100% efficiency. 2 kills, no deaths = ALSO 100%. Kinky. It's good enough for a player to gauge how well he's doing on the kill side, but vague enough to NOT be as big of a "HAHAGHAGHA my score is higher, you suck, i'm not listening to you" deal. Deaths by way of C4 explosion aren't counted, so the only reason to leave the bomb is to save your gear, which isn't all that expensive.
It won't fix all of the problems of playing on a pub, but it might fix the 1 or 2 of the big ones. More emphasis could be put on the team score by having a nice-sized, easy to see "WIN" text over the team with the most team wins, and "LOSE" over the other team when the final scoreboard comes up before map change.
And "gauge" needs to be added to the spellchecker.
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