The important thing to note here is that if you perform poorly over and over again, you can find yourself sinking into a lower Tier. ![]() The formula we're using to generate your overall score comes from taking your 10 best matches as a base, and then we apply a modifier to it based on your average kills per match and average match placement for the season. The skill to accomplish both a high kill and high placement game separates the top players from the rest. The new scoring system starting in Season One rewards players who can get kills AND place well on a consistent basis. This lead to player behavior of jumping into a match, getting as many kills and possible and not caring about anything else. During the Preseasons, Royalty was solely achieved by a player's ability to get high kill games and nothing else. Season One introduces a revised scoring system that reflects a player's overall performance through the season. ![]() Now that we're out of Early Access, it's time to put Preseasons behind us and get started on the culmination of all that work: Season One! Here's a breakdown of our new Scoring System now that we have data to work with and we understand how players are behaving. We gave out rewards for end of season placement and players were fully sporting their accomplishments in-game. With each Preseason we shook up the point values and Tier distribution numbers and made future decisions based on previous Preseason data. ![]() We added Team Scoring for Duos and Fives to continue that trend. Starting with Preseason One, we set out to make H1Z1 as competitive and rewarding as possible.
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