Gold bonus for killing demigods needs to change

Three people participate in killing player A. Player B gets killing blow.

"Player B has killed player A (1000 gold), assisted by player C and player D (500 gold)."

This is retarded.

It means that the more people who gank up on someone, the more gold that team gets.

Furthermore, it means that a person can get half the gold bonus for doing even 1 damage to the person.

Change suggestion: The gold bonus is split according to the percentage of damage each person does to that demigod. You do 80% of the damage, you should get 800 gold, while the person who did 20% damage should get 200g, for a total of 1000 gold (for example). There can also be bonuses based on defensive spells/buffs and offensive debuffs, which contribute to the killing.

4,031 views 21 replies
Reply #1 Top

I know it's kindof stupid but sometimes the person who gets the killing blow is the most important. Sometimes people will get away if it wasn't for that persons killing blow. Now i understand that people like UB who can be doing spit damage ooze and their auto attack all at once hitting someone is kindof unfair because they are more likely to get the last blow but this is one of the best ways to do it.

I also don't agree with the gold giving too. 4 people kill one person which isn't that hard. They get 2.5k gold all together. Than later 1 person kills another ALONE and he gets 1k gold. How is this fair. Obviously the person who killed the other person alone had more skill involved yet the four people gain more money.

Main reason they did this is because it would be too hard to code in another way and this way works fine as it is.

Reply #2 Top

Quoting XaviorsFist, reply 1

Main reason they did this is because it would be too hard to code in another way and this way works fine as it is.
End of XaviorsFist's quote

well i don't wnat to talk about which way is better, but THIS is sure not the reason! in fact it is one of the stupiest explanations i can think of. no, it is very simple to code any other way of money distribution!

Reply #3 Top

Actually, you are quite wrong; what the op proposed would be difficult (not impossible) to code as their are a ton of factors to consider about distributing money using that method.  For example, imagine someone who is in an extremely long fight (say 5 minutes), and during that time they were healed, shielded, used potions, attacked by towers, attacked by creeps, attacked by enemy DGs, etc, keeping track of all that data to split the money would be very intensive.  I believe the current method was used for multiple reasons, one of which was probably simplicity. 

An alternative method for handling death, would be to penalize the person who died by imposing a gold and exp debt (based upon level).  This alternative method would solve the 'feeding' problem, and keep games on a more competitive level despite a few deaths occuring on one side.  I think this method was overlooked because it imposes a penalty and not an obvious reward, but I think it makes much more sense given the mechanics of the game.

Reply #4 Top

Quoting XaviorsFist, reply 1
I know it's kindof stupid but sometimes the person who gets the killing blow is the most important. Sometimes people will get away if it wasn't for that persons killing blow. Now i understand that people like UB who can be doing spit damage ooze and their auto attack all at once hitting someone is kindof unfair because they are more likely to get the last blow but this is one of the best ways to do it.
End of XaviorsFist's quote

Then they can be given a small bonus for landing the killing blow. But it definitely should not be 100% gold to the killing blow and 50% to all the assisters.


Main reason they did this is because it would be too hard to code in another way and this way works fine as it is.
End of quote

As a programmer, I can tell you that things like this should be extremely easy to write into code, as long as the formula is well-defined.

Reply #5 Top

This is actually a interesting way to improve the gameplay. When people gang up to get you (push, caplock flags, get towers, whatever) you have to retreat if you are alone, unless you want to gang up yourself. When all the DG on one side gang up to hunt DG together, they can use stuns and slows to hunt then down, and if they get additional money for this, it doesn't seem right. If anything, teaming up should be penalized.

No fancy division is needed however, killing blow and assist is fine, but it ought to be shared (no bonus), and so should xp. Killing blow should get like 60%, all assist should share the other 40%.

Reply #6 Top

Or it could be something as simple as : Get as much gold as the damage you did. Like if you took 600 HP from a DG, you get 600 gold ( regardless of who did the killing blow ). Or, if this sounds too much, you get 300 ( half ) or 150 (quarter).

Reply #7 Top

Yeah, it does seem ridiculous the amount of gold that can be earned on a single kill on assists alone. It doesn't make sense how you can have 4 solo kills, and be awarded less gold overall than a team who gets 2 kills but were trample kills that everyone got a piece of, even if it's only a tiny amount of damage from each.

I'm for the % of damage dealt method + a reasonable gold bonus for whomever got the killing blow.

Reply #8 Top

Are you saying this because of how much gold you guys got ganking me last night :)

Reply #9 Top

I agree that people like Regulas get to exploit this the most. Can be fighting on the other side of the map. Pop one snipe on a guy in a 1v1 and go back to farming. Then the guy who got sniped dies, free 600 or so gold for Reg for the "Assist". Its just like if he snipes everyone who gets in a fight he always gets money. I've done this before... and ended up at war-rank 8 with 12k gold. Bought straight to catapultasari... gg thanks for playing.

 

Edit: Also its just the fact that getting the assist gives you free money, and doesn't take it from anyone. I'm not sure if its a bad thing or not though. Like its a game mechanic that everyone knows and should exploit. Hmmm...

Reply #10 Top

It's rewarding teamwork. Which is what this game is about, no?

Reply #11 Top

Quoting TormakSaber, reply 10
It's rewarding teamwork. Which is what this game is about, no?
End of TormakSaber's quote

Teamwork is already rewarding enough. The more people you have fighting against a demigod, the higher the chances of killing them, which means they will be dead for ~30 seconds (and away from the lane for longer than that) and not get any experience or gold from their mines, while you continue to do so.

There is no need to give people such huge rewards for minimal contributions.

Reply #12 Top

Quoting TormakSaber, reply 10
It's rewarding teamwork. Which is what this game is about, no?
End of TormakSaber's quote

Wrong answer. I know the original design was put there to prevent whiners from complaining about kill stealing. However it has turned into a real mess when a whol team gets an assist off 1 kill, as the OP clearly stated.

Reply #13 Top

Teamwork is already rewarding enough. The more people you have fighting against a demigod, the higher the chances of killing them, which means they will be dead for ~30 seconds (and away from the lane for longer than that) and not get any experience or gold from their mines, while you continue to do so.

There is no need to give people such huge rewards for minimal contributions.

End of quote

What about the Sedna who healed the team mate at the last minute but dealt no damage to the enemy for that fight? Or the Queen of Thorns who rushed in to throw the shield up on you just in time, completely turning the tables around? Surely such assistance deserves reward, no?

How would more support oriented Demigods stay in the game if they're losing out on gold reward because they assisted more than actual killing?

Reply #14 Top

Quoting dyingsole, reply 9
I agree that people like Regulas get to exploit this the most. Can be fighting on the other side of the map. Pop one snipe on a guy in a 1v1 and go back to farming. Then the guy who got sniped dies, free 600 or so gold for Reg for the "Assist". Its just like if he snipes everyone who gets in a fight he always gets money. I've done this before... and ended up at war-rank 8 with 12k gold. Bought straight to catapultasari... gg thanks for playing.

 

Edit: Also its just the fact that getting the assist gives you free money, and doesn't take it from anyone. I'm not sure if its a bad thing or not though. Like its a game mechanic that everyone knows and should exploit. Hmmm...
End of dyingsole's quote

 

I hate playing with Reg. With a passion. Most selfish demigod (and this is coming from a UB player. At least Ooze debuffs AoE), can't do anything in a fight, so I have to take all the damage (which is okay, I'm a tank, but not okay when they run away to snipe when they are at 90% hp), they almost always run around and farm some other useless lane.

That said, across-map sniping is okay. They get the assist. Kill-stealing is annoying, but it's okay if they were running away. (Spit usually gets them anyway).


But it's the MENTALITY of the Reg players. Here I am, pushing lanes, buying citadel upgrades, etc etc... "lol guys, I'm getting Akashandor!" Literally, the last ten seconds of the game he says "just got Mageslayer + Ak" ... thank you. Your amazing kiting DPS build with tons of artifacts will win. Yes. And it's great against the comp. But I'd like to try to end the game before level 20 kthx.

 

/rant

I'm also guilty of tapping an almost dead enemy for an assist, with the occasional killsteal.

Contributing information:

The assist mechanism is nice, but... I think it should be good for two players, bad for three or more. Eg:

1 person kill: 100 == 100

2 person kill : 80 - 40 == 120

3 person kill : 40 - 25 - 25 == 90

4 person kill : 30 - 20 - 20 - 20 == 90

5 person kill (oh god): 25 - 15 - 15 - 15 - 15 == 85

As the team gets larger, the final-kill gets less and less, which makes sense: you likely contributed the least. Plus, this dilutes the gold, making it more difficult for the killing team to gear up (since after 3 they would only get a few hundred) and while this encourages pair-play, it discourages mob-ganking.


Changing the gold-reward to be percentile-based off of 'effort' would probably require a decent amount of code-rewriting, since the current reward code is probably very simplistic. You would have to add some sort of linked-list that contained all the hits at a given time, and having it expire after 10 seconds of sim time and such... Though maybe a PSet or something could work too. I just know the "I did 80% of the damage so I get 80% of the gold" would be a bit more difficult, and it's already taking GPG 3 weeks to change a '3' to a '2' (Sedna monks).

Reply #15 Top

Quoting SyDaemon, reply 13

Teamwork is already rewarding enough. The more people you have fighting against a demigod, the higher the chances of killing them, which means they will be dead for ~30 seconds (and away from the lane for longer than that) and not get any experience or gold from their mines, while you continue to do so.
There is no need to give people such huge rewards for minimal contributions.

What about the Sedna who healed the team mate at the last minute but dealt no damage to the enemy for that fight? Or the Queen of Thorns who rushed in to throw the shield up on you just in time, completely turning the tables around? Surely such assistance deserves reward, no?

How would more support oriented Demigods stay in the game if they're losing out on gold reward because they assisted more than actual killing?
End of SyDaemon's quote

 

Typically the assist demigods are so geared towards optimizing the citadel / teleport scrolls and cap locks that losing out on 1 k gold every time a kill happens is not the biggest problem in the game. In 2 evenly matched games, the support a support oriented class provides there team may not pay them off in gold, but it will most certainly pay itself off by allowing the team to win.

This reduces the fun factor of support classes, but even with the assist system in play this same effect is seen. Rarely does QoT get a killing blow. But her skillset allows her to stay on the front lines without spending TONS of money on gear, which when she manages to earn more money she can invest in the citadel and thus further the teams efforts. Assassin DG and DG builds that are oriented for 1 specific task must spend more gold achieving that task, its the support players role to help them get there.

Reply #16 Top

Quoting alvaro202, reply 15
Assassin DG and DG builds that are oriented for 1 specific task must spend more gold achieving that task, its the support players role to help them get there.
End of alvaro202's quote

 

Never heard it stated that way. I think you put it very well. I agree. Support players might miss out on the face value fun of getting kill-gold and have to pass on cool personal items, but their financial investments towards the team make them so invaluable and allow the assassin-types to focus on being anti-demigod roles to keep driving the team forward. It's like a well-oiled machine.

 

To all players who play support roles, THANK YOU THANK YOU THANK YOU. You don't get thanked enough for your sacrifice. Thanks for all the healing/shielding/buffing/upgrading!!!

Reply #17 Top

I don't play QoT so I can't comment on her, but I don't see this division you talk about. Am I supposed to max heal and buy upgrades if I play Sedna, or what do you mean with "support DGs? If I play a farmer like TB I can get the upgrades much more easy.

Reply #18 Top

There are a lot of 'issues' with regards to how to properly reward the person/people involved in killing an enemy DG, but all those issues would be moot if they simply implemented a penalty for death (for example, a ressurect sickness that decreases gold and exp by 50% for 3 minutes; many others have also been suggested).  This would put an end to suiciding, the Erebus vial bug, feeding, imbalance caused by early deaths, and also the simple fact that tons of issues would not have to be juggled to reward the killers (they are rewarded by penalizing their opponent who died). 

Reply #19 Top

Quoting SyDaemon, reply 13

What about the Sedna who healed the team mate at the last minute but dealt no damage to the enemy for that fight? Or the Queen of Thorns who rushed in to throw the shield up on you just in time, completely turning the tables around? Surely such assistance deserves reward, no?

How would more support oriented Demigods stay in the game if they're losing out on gold reward because they assisted more than actual killing?
End of SyDaemon's quote

You need to work on your reading comprehension. The last line in the OP:

"There can also be bonuses based on defensive spells/buffs and offensive debuffs, which contribute to the killing."

 

 

Reply #20 Top

Maybe just have a relatively high amount for the kill, and assist gold is split evenly among the number that assisted, rather than additively.  If there are no assists, give some of the assist gold to whomever got the kill as a bonus.

For example:

800 gold for the kill.  1 assist = 400 gold.  2 assists = 250 gold each.  0 assists = 1000 gold for the kill.

To me that seems more balanced than the current additive system, yet promotes team kills somewhat.

Rewarding based on a percentage of health that was taken probably won't work because there are two many factors to calculate that.  How do you consider a % of damage done to someone who is being healed constantly?  You could pour 15,000 damage into someone who only has 4k health.  What % would you get when he finally dies?

Reply #21 Top

Quoting DiceAreEvil, reply 20

Rewarding based on a percentage of health that was taken probably won't work because there are two many factors to calculate that.  How do you consider a % of damage done to someone who is being healed constantly?  You could pour 15,000 damage into someone who only has 4k health.  What % would you get when he finally dies?
End of DiceAreEvil's quote

Well I think that he should get more money. Not 15.000, that is just way too much. But still, a lot of gold. I mean hammering at someone for 15.000 damage? Well, you really did earn buckets'o'money. Of course, as a previous reply said somewhere ( too lazy to look for it ) that will get refreshed every 10 seconds that your target is not hit by you.

That way, if you keep hitting an opponent the entire game, but he keeps getting healed and runs away you won't be getting something like 100.000 gold when you finnaly get to own him. Although I would love to have that much cash......still, it's a tad bit much for a fair game :P .

Also, maybe if some sort of revenge mechanism is implemented so that you get more gold when you kill someone that has been killing you. And the announcer will say "REVENGE" very enthusiastically, although I really don't think he can top his tone of voice when he says "The forces of light have constructed a FINGER OF GOD !!!!!!!1111oneoneone".