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	<title>Comments on: New Left 4 Dead 2 Versus Scoring System Proposal</title>
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	<link>http://www.left4blogger.com/site-news/new-left-4-dead-2-scoring-system-proposal/</link>
	<description>Left 4 Dead News and Blog by Gamers for Gamers</description>
	<lastBuildDate>Sat, 24 Apr 2010 22:45:47 +0000</lastBuildDate>
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		<title>By: Matt</title>
		<link>http://www.left4blogger.com/site-news/new-left-4-dead-2-scoring-system-proposal/comment-page-1/#comment-103</link>
		<dc:creator>Matt</dc:creator>
		<pubDate>Wed, 13 Jan 2010 02:42:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.left4blogger.com/?p=671#comment-103</guid>
		<description>distance traveled(1000)+how many survivors make saferoom(500 per survivor)=3000

sum of above equation-the amount of damage survivors have taken= final score for chapter.

by damage i mean:

BEGINNING OF CHAPTER:
Survivor A- 100
Survivor B- 100
Survivor C- 100
Survivor D- 100

END OF CHAPTER:
Survivor A- 32
Survivor B- 59
Survivor C- 12
Survivor D- 68

DIFFERENCE BETWEEN BEGINNING AND END OF CHAPTER:
68+41+88+32=229
229
x 2
---
458
total out of 3000-458= x&lt; or = to 2542..

if people use health kits, pills and all health boosting items the damage from before you healed will not get erased, it will just be tacked on..

this is a system that does not necessarily give an infected based scoring system because if that were to happen, common infected and falls from high ledges would not contribute to it.. only the 4 SI&#039;s would be the ones dealing out the points.

in other words, this system focuses more so on surviving with all 4 people while still giving people a motive to care about how much damage they are taking in because every last zombie slap that hits you could be the deciding factor.. i personally believe this is a flawless system that prevents item-hording and other cheap strategies the game was not meant to support. i think this system would make the game completely fair. needs a little bit of tweaking regarding chapter bonuses but that can all be done by just multiplying the final chapter score to the multiplier.

For people who say this system would make everything out of hand, is wrong. Any team could make a comeback, it requires stopping a team on a level while making the level you stopped them on and voila.. your back in the game and probably winning.. plus, the final score to some games will have big shiny numbers! like in the 10,000s. 0o0o0o00.</description>
		<content:encoded><![CDATA[<p>distance traveled(1000)+how many survivors make saferoom(500 per survivor)=3000</p>
<p>sum of above equation-the amount of damage survivors have taken= final score for chapter.</p>
<p>by damage i mean:</p>
<p>BEGINNING OF CHAPTER:<br />
Survivor A- 100<br />
Survivor B- 100<br />
Survivor C- 100<br />
Survivor D- 100</p>
<p>END OF CHAPTER:<br />
Survivor A- 32<br />
Survivor B- 59<br />
Survivor C- 12<br />
Survivor D- 68</p>
<p>DIFFERENCE BETWEEN BEGINNING AND END OF CHAPTER:<br />
68+41+88+32=229<br />
229<br />
x 2<br />
&#8212;<br />
458<br />
total out of 3000-458= x&lt; or = to 2542..</p>
<p>if people use health kits, pills and all health boosting items the damage from before you healed will not get erased, it will just be tacked on..</p>
<p>this is a system that does not necessarily give an infected based scoring system because if that were to happen, common infected and falls from high ledges would not contribute to it.. only the 4 SI&#039;s would be the ones dealing out the points.</p>
<p>in other words, this system focuses more so on surviving with all 4 people while still giving people a motive to care about how much damage they are taking in because every last zombie slap that hits you could be the deciding factor.. i personally believe this is a flawless system that prevents item-hording and other cheap strategies the game was not meant to support. i think this system would make the game completely fair. needs a little bit of tweaking regarding chapter bonuses but that can all be done by just multiplying the final chapter score to the multiplier.</p>
<p>For people who say this system would make everything out of hand, is wrong. Any team could make a comeback, it requires stopping a team on a level while making the level you stopped them on and voila.. your back in the game and probably winning.. plus, the final score to some games will have big shiny numbers! like in the 10,000s. 0o0o0o00.</p>
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		<title>By: H21</title>
		<link>http://www.left4blogger.com/site-news/new-left-4-dead-2-scoring-system-proposal/comment-page-1/#comment-98</link>
		<dc:creator>H21</dc:creator>
		<pubDate>Fri, 08 Jan 2010 18:56:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.left4blogger.com/?p=671#comment-98</guid>
		<description>I agree while this does give a benefit of distance over skill some, I believe by allowing more than then 100 you receive when all 4 survive it does give some power back to infected. 

Infected could get 200 while survivors only got 100.

Knowing that 100 survivor bonus is even more important because the infected score could outdo you encourages more careful play.

Would you be up for a higher infected score cap?</description>
		<content:encoded><![CDATA[<p>I agree while this does give a benefit of distance over skill some, I believe by allowing more than then 100 you receive when all 4 survive it does give some power back to infected. </p>
<p>Infected could get 200 while survivors only got 100.</p>
<p>Knowing that 100 survivor bonus is even more important because the infected score could outdo you encourages more careful play.</p>
<p>Would you be up for a higher infected score cap?</p>
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	<item>
		<title>By: Nosfer</title>
		<link>http://www.left4blogger.com/site-news/new-left-4-dead-2-scoring-system-proposal/comment-page-1/#comment-97</link>
		<dc:creator>Nosfer</dc:creator>
		<pubDate>Fri, 08 Jan 2010 15:19:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.left4blogger.com/?p=671#comment-97</guid>
		<description>Still favors distance over skill too much, if you ask me.</description>
		<content:encoded><![CDATA[<p>Still favors distance over skill too much, if you ask me.</p>
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