With recent patches, the differentiation between PvE and PvP servers seems to be diminishing. Battlegrounds now compromise the majority of player versus player combat, and are equally prevalent on both server types. With the introduction of dishonorable kills for civillians, city and town raiding have been effectively removed from the game. The honor system, also, takes a pve approach and rewards time spent instead of skill.
Is this the base intention of the developement team?
Specifically, as a competetive gamer, i'm interested in the likelyhood of any change that would base cp gain on skill. Examples include: A modifier that increases the direct kill cp reward the more you kill without dying (rewarding positive kill ratio). The loss of cp when you die. And, a large(r?) bonus for killing players of high rank. Perhaps even the move to a rating system; a formula to take into account kill ratio, kills per hour and bg win *percentage* in assigning weekly cp, as well as a small modifier to continue to take into account time played (at a much smaller portion of importance than the current system).
Deep Fritz and Deep Junior played a match, on much slower machines (dual pentium 933MHz's), to decide who would play Kramnik and who would play Kasparov.
The match was a tie, with Fritz winning the tie breaker.
Deep Fritz then played classical world champion Kramnik in October of last year, drawing him 4.0-4.0.
With recent patches, the differentiation between PvE and PvP servers seems to be diminishing. Battlegrounds now compromise the majority of player versus player combat, and are equally prevalent on both server types. With the introduction of dishonorable kills for civillians, city and town raiding have been effectively removed from the game. The honor system, also, takes a pve approach and rewards time spent instead of skill.
Is this the base intention of the developement team?
Specifically, as a competetive gamer, i'm interested in the likelyhood of any change that would base cp gain on skill. Examples include: A modifier that increases the direct kill cp reward the more you kill without dying (rewarding positive kill ratio). The loss of cp when you die. And, a large(r?) bonus for killing players of high rank. Perhaps even the move to a rating system; a formula to take into account kill ratio, kills per hour and bg win *percentage* in assigning weekly cp, as well as a small modifier to continue to take into account time played (at a much smaller portion of importance than the current system).
Deep Fritz and Deep Junior played a match, on much slower machines (dual pentium 933MHz's), to decide who would play Kramnik and who would play Kasparov.
The match was a tie, with Fritz winning the tie breaker.
Deep Fritz then played classical world champion Kramnik in October of last year, drawing him 4.0-4.0.
If Beethoven sounds like Ligeti when slowed, does Ligeti sound like Beethoven when sped up?