Revise The New Reward Mechanism (K/D ≤ 0.5)

Started by VC_PD3, Mar 14, 2026, 08:49 PM

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I understand what admins had in my mind for the new reward system (kills and money), but it's broken and I'll explain why.


1. Most players won't check someone's K/D before fighting. They'll still kill new or unskilled players anyway, so the rule doesn't actually protect them.

2. The cutoff is arbitrary: 0.49 K/D = no reward, while 0.51 = full reward, even though the difference is basically meaningless.

3. Players who care about stats or money will start ignoring anyone with ≤0.5 K/D, because those kills give no reward at all. That makes those players worthless targets, which isn't good for gameplay.

4. New players are hurt: if experienced players ignore ≤0.5 K/D players, those players won't get real fights and won't improve their skills. Also, new players that fight new players (same level) won't understand why their kills don't register and why they are not getting rewarded - broken mechanism all the way.

5. The rule can be exploited: someone can intentionally keep their K/D below 0.5 and play aggressively, knowing that killing them gives opponents nothing.

6. Better approaches:

  6.1 Give partial rewards for killing low-K/D players instead of zero. (maybe half of the $ but keep the kill registered).

  6.2 Limit rewards for repeated kills: for example, if you kill a player with ≤0.5 K/D more than X times in a short period, additional kills or money aren't registered.

  6.3 Spawn new or low-K/D players in a separate beginner world/mode (like beginner classic battle arena) so they can improve before entering the main world while protecting them from abusers (decide a threshold from which they transfer to the real "world").


This would protect beginners without breaking PvP logic - all players want to be rewarded for their actions and skills.

There might be a upvoted required to check the sentiment on the server.
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This is the first time the Israeli's statement has been true.


Admins - what is the process in order to apply this suggestion?

ش
Quote from: VC_PD3 on Apr 02, 2026, 11:43 AMAdmins - what is the process in order to apply this suggestion?
agree with you 8)
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Thanks for your input on this matter, VC_PD3. However, your points are not convincing enough to justify reverting such a major update. Overall, it feels like your argument is more focused on personal gain rather than on accurate statistics or addressing actual stat-padding concerns.

Regarding competitiveness for new players: they will not be ignored by experienced players. In reality, experienced players will still have to engage them, whether in wars or other situations to defend themselves. As new players get kills on experienced players, those deaths directly affect the experienced players stats, so they are naturally forced to fight back regardless.

Also, the cutoff ratio is not 0.5 as you assumed; that is simply an incorrect guess.

You did raise a valid concern about potential exploitation, where players may intentionally lower their stats so opponents gain no rewards. I agree with this point, and it will be addressed in the next update. However, no changes will be made regarding new players at this time.

As for the alternative ideas suggested, they are not practical. In fact, they would move new players further away from competitive gameplay rather than helping them integrate into it.

For now, I am marking this suggestion as denied, as there is no strong argument or sufficient justification to support changing the current system.