Hey folks, I wanted to grab some feedback for Dominion's personal score system (not the Nexus health). What can we do to improve it?
This thread will be mirrored across NA, EUW, and EUNE. Links to the other two threads are as follows. Any important updates or replies I make will be quoted in this thread for convenience.
I do see a lot of posters who question the necessity of the point system. While I agree that the point system as-is, or under any certain design, may not be perfectly indicative of a player's contribution to his team, I am quite adamant of its usefulness, particularly to new players. Why? Because unlike on the classic maps, there is no rolling track record of your contribution to the team. The goal is different; it's capture-and-hold, and as such, the traditional metrics for success don't apply. This is a big reason why you see this massive disparity between "public" and organized Dominion play; there's no clear-cut template for success, and most players aren't willing to make the jump from selfish behavior to team-oriented, team-forward tactics.
Does this mean that every time you use Revive, you should get 50 points, and every time you use Flash, you only get 1? Maybe it does. But the general idea is that the point system should give players a point of reference and positive reinforcement for being legitimately useful.
About the underlying motivation behind player action in Dominion:
On Summoner's Rift, the win condition is to destroy the enemy Nexus.
On Dominion, the win condition is to bring your enemy's points down to 0.
On Summoner's Rift, the primary objective is to take down turrets and inhibitors.
On Dominion, the primary objective is to control capture points.
On both maps, champion kills are a secondary objective in that they clear the way to accomplish your primary objective. However, on Dominion, the value of the secondary objective is diminished due to a decreased ratio of active-to-passive rewards, modified spawn system, and proliferation of Summoner Revive.
Players new to Dominion fail to grasp this fact, but we run into a causation issue if we try to blame this on the point system, as the point system may either be the motivator OR the (ex post facto) justification behind the behavior. A rehaul to the point system that rewards positive actions more closely tied to the primary objective would hence attack the system as a motivator, and at least remove it as improper justification. For example, a good start would be to grant points for every enemy capture cancelled, then grant stacking points for additional captures within a short timeframe to emphasize the importance of capture over kill.