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Originally Posted by Carados
You really should tell Sauron that, as far as I'm aware his strategy can't be beaten and it consists of "avoiding fights as much as possible.:
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Hey, if the guy can make it work, the more power to him. Though I'm not sure we're talking about the same thing. "Avoid fights as much as possible," isn't necessarily identical to, "stay on the tower so you can defend when they come back." You can poke, kite, harass, and otherwise waste a player's time, yet still avoid a fight. Perhaps you didn't mean that. I would like to hear his strat sometime.
Quote:
Originally Posted by aFineWayToDie
Offense and pressure are important, but it means nothing if you can't back it up with good strategy and a solid defense.
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Certainly true. Though I don't believe you can make that clear through a scoring system. Unless you can create a scoring system which adapts to the ebb and flow of strategic priority within a game. Granted, like a trail of coins that ends in a pot of gold, a good scoring system will illuminate the correct actions. But it's not very feasible to create a scoring system which understands "give points when: stop capping this base because it's more important that you go somewhere else."
Let the scoring system take us a certain distance. Leave the rest up to the players. If it seems like your team has run willy-nilly with no sense of direction for the last 5 minutes, it's probably true. I almost never see people talk strategy in Dominion. Payers need to learn to communicate (without rage) in solo. If you can get that down it changes everything. I remember this from WoW, even the most simple act, like asking other players what their situation looked like, ("any trouble at the windmill?" "Can anyone see horde?" "Do you need more help at farm?") engendered a radical difference in the way the team played together. And always with a positive outcome.