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File: be8a6fc47f692ce⋯.png (100.08 KB, 399x414, 133:138, ranking.png)

bdb4f1 No.14007477

does anybody else dislike ranking/score systems? it sounds neat in the sense that they provide a challenge to meet but when you really think it through, it really limits freedom of play.

An example of this would be stealth games. Back then, things like Thief 1/2/3 or the first 2 Splinter Cell didn't have score systems, meaning it let the player own their failures, I didn't load the last save point just to get that perfect score. Then Chaos Theory came along with a score system and it ruined everything with arbitrary stuff to get a 100% ranking. All games in the genre followed suit and now we have mega autist rank systems that always end up favoring a single type of playthrough and nobody cares about following anything else. Even if the end up result is getting a perfect ghost score, you have to get a ghost THIS way and not THAT way, a good example of this is the ridiculous "no traces" bonus in MGS V where holding up & interrogating enemies means that you're the perfect stealth player while shooting a water pistol to distract an enemy denies you of said bonus. Fact is, people have been making up ghost challenges since the dawn of the time (Thief) but now you have to follow a stupid counter-intuitive way of playing. Not to mention that devs constantly try to make you feel bad for playing in a more lethally way (in real life you don't have the luxury of puting the enemy in an endless unconscious period).

The problem isn't only limited to end-level scores but also exp systems that favors a certain playstyle instead of rewarding difficult feats or exploration (Nu-DX vs Old-DX is the perfect comparison). Anytime devs make up an arbitrary number that rewards a playstyle, people tend to do everything to get that and not bother trying different playstyles. It isn't even a sign of mastery, most of the time you can do harder and more impressive things that nets you a worse ranking.

060b53 No.14007487

>>14007477

>oes anybody else dislike ranking/score systems?

If it reflects the skill of the player well I don't care


127e4a No.14007556

I haven't played DmC and never will.

For Devil May Cry, the scoring system has its flaws in that it obligates the player to collect orbs on a per play basis. Which in the case of DMC4, and the excessive amount of props, it's annoying to do. For low difficulties, the player has to taunt more often than usual because it's harder to acquire style points when the enemies' healths are lower.

Generally, it does a decent job of getting players to use a variety of combos; that being the fundamental concept of the series.


9463ca No.14007562

I hate it when it fucks with my progression in a game. Like in P.N 03 for instance. You use combo score points to buy upgrades and stuff. And yet, first time players don't know jackshit about where the enemy placements are on their first playthrough.


1621e4 No.14007797

>>14007477

I don't enjoy it for many of the same reasons you posted about. If the score itself has no bearing on in-game reward systems or otherwise encourages a 'more correct' style of play, then I have no issue with it.

Scores should be for bragging rights only.


af52f1 No.14007830

The only scoring system I've ever enjoyed in a game was Smash Brothers because it's pointless but also kinda fun finding out obscure stuff happened during a match.


127e4a No.14007912

>>14007562

>And yet, first time players don't know jackshit about where the enemy placements are on their first playthrough.

Generally these types of games are meant to be replayed.


2f1415 No.14007949

File: 0b9628e01081784⋯.jpg (65.06 KB, 555x312, 185:104, dmc4-se-555x312.jpg)

File: b1f8dd210c7bb7e⋯.png (739.69 KB, 898x1000, 449:500, bayonetta.png)

get good faggot

Getting S ranks and Platinum medals is what I live for


18cb49 No.14007978

>>14007477

3D Sonic games does scoring in general really bad, but other games like Wonderful 101, Metal Gear Rising Revengeance keep things simple and fair.


6cc905 No.14010101

>>14007477

>>14007797

Completely agree with you two.

The amount of times I've made myself restart from checkpoint or quickloaded because I didn't do things perfectly the "correct" way is beyond a joke. What pisses me off even more is when you do it almost perfect once, make some stupid mistake so you restart, and then can't seem to do it as well as the first time you did it. That right mashes my potatoes.

>devs constantly try to make you feel bad for playing in a more lethally way

Why do they do this?? I hardly ever use actual guns in MGSV because of this shit, just in case I kill an S-rank soldier instead of stunning and extracting.

>>14007978

Yeah MGR's scoring was pretty good and like you said keep things fair (for the most part).


e579cd No.14010185

>>14007556

>For Devil May Cry, the scoring system has its flaws in that it obligates the player to collect orbs on a per play basis

Thats not a flaw. You get more orbs per kill if you kill enemies at higher ranks which means you can't just get S rank by being a shitter.


e579cd No.14010191

>>14007562

>And yet, first time players don't know jackshit about where the enemy placements are on their first playthrough.

Why the fuck are you expecting to get the best rankings on your first playthrough?


f4d0c9 No.14010200

>rank score

>playing better doesn't mean anything if you go fast

>if you play perfectly but you are slow you will barely get an ok rank

Fuck ranking system….the only good concept is car race that is based always on time, Otherwise Is fucking retarded


6a021e No.14010576

File: d78f2c264371fee⋯.gif (630.12 KB, 215x266, 215:266, kiryu cheer.gif)

>>14007477

It can be seen as limiting when its implemented in games which have a great amount of possible playstyles, with one not being particularly better than the other in any way. Ranking systems work when they encourage you to use your given toolset to its fullest extent, so of course when that toolset is incredibly broad, the question of what constitutes better performance becomes more ambiguous. Which is why they're borderline essential for arcade games in order to distinguish good players for shit players and have people coming back for competition, though what constitutes good/shit players in a stealth game is up for debate. Would it be someone who clears the level the fastest, or someone who ghosts the level, or someone who ghosts the level the fastest?

Instead a better solution would be to opt for several challenge runs you can choose from which challenge you to play in a particular way to accomplish particular goals (I think the newest HITMAN does this), and also Doom does this to some extent with its end-level ranking. If you want to 100% all items, secrets and enemies, you can't get the fastest par time, and vice versa.

Basically when the game tells you to do things however you like, grading the player's performance becomes rather counterproductive. Instead the player could set up his own challenge runs, though this should not be a substitute for a lack of difficulty via self-restriction *cough* Dishonored *cough* Symphony of the Night *cough*. The game should be smart enough to provide or encourage these kind of challenge runs on its own, like the classes you can pick between in Circle of the Moon. Unfortunately most people don't know the joy of playing a glass cannon Magician under a time limit because not everybody knows about the passwords on their first time through.


830cfe No.14010661

>>14007556

>I haven't played DmC and never will.

Edgy. DmC isn't perfect with it's scores, but isn't shit as well. Getting SSS on the definitive edition is much harder to acquire, you can also set up must style mode, which is probably the best thing to happen to DMC franchise, regardless what dmcucks think.




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