NJ Shlice said:
But there needs to be some form of incentive for wanting to win or it ruins the experience. If everything is individual then there mine as well only be FFA Arena. You are in a team game to win. So winning is working as a team and you should get rewarded for doing so.
At the end of the day it isn't about you. It's TEAM slayer. And a measly 4% is not the end of the world. Like I said, it should be a bonus, and it should not take away from your score if you lose.
EDIT* I agree deaths need more weighing. Or taking into consideration going positive or negative.
While you get a personal rating, everyone on the winning team gets a higher rating than the losing team (or more accurately, the losing team gets docked across the board for losing). It's a factor.
FWIW, from the perspective of a very non-hardcore player: I like Arena. I'm not a huge Slayer person, but that's because I'm not that great of a player. I lose most 1:1 fights in Halo 3, and an even larger proportion in Reach. But since the ranking system is based on a blending of kills, assists, and avoiding death, it changes the way I play. So I know that I can play conservatively, be careful not to die, and help my team as much as possible, and I'll get a decent rating. (Or at lesat, one that I think is both not bad and accurately reflects my play. I'm probably Steel bound, and I'm okay with that.)
This game, for example. My team won, and I had nine kills. That's not a lot. But because of how I played, I only died four times, going +5, and notched six assists along the way. So I did a fair bit more good than harm to my team, which isn't usually the case in Slayer. My k/d spread is 1.15, the only playlist I'm positive on. And it's because the way the player rating is calculated has changed how I play on it. I love it.
Kuroyume said:
How much damage do you have to deal to get an assist? Have to break the shield and knock some health right?
In the Beta, you have to damage health (not shield) 40% of the way, and that player must die before they pick up a health pack. That's a bug: in the shipping game, you need to deal 40% or more of the total damage to the player, health or shields, and they need to be killed before a shield recharge. Fixed for fall, so to speak.