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 Equal in damage but lose spot.... 
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Joined: Sat Oct 29, 2011 12:39 pm
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Now i think this is a MUST to have in the game.For example your legion is battling a base(no matter what lvl)and it gets disabled,and u miss out on a badge,or u didn't get the 1st or 2nd badge reward(3 badges,2 badges),because a teammate pushed u out of a reward slot. See when u do the same damage to a base or even an elite/boss as a teammate does,u push em down a slot,and i think its unfair,so my suggestion is to make tied finishes, say the top 2 damagers do the same damage,then they should both be in first place,i mean it makes sense and that way more people can get rewards for doing their part to help. The best possible example if u don't get it yet or need more convincing is the Olympics,u see in alot of different events that some end up being a tie,and there are multiple medals handed out. Especially since u find alot of those low lvl bases that are bricked up and very difficult to disable,so u invite NAP'S to help out and u see 5-10 people over the top 20,and u see alot of even damagers.It's more effective for bases than elites/bosses,since with bosses u don't always have all the spots filled with the appropriate lvled players.This hasn't happened to me so im NOT complaining i just think it would be unfair to anyone to miss out because of a tie.

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Fri Nov 04, 2011 6:24 am
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Joined: Wed Nov 10, 2010 2:44 am
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i can just see it now....

3 badges handed out to all 20 people on a weak lvl 3 base.. they all did 120 damage except the one person that finished it off... so one person in 1st place, and 19 people in 2nd place

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Fri Nov 04, 2011 6:37 am
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Lone.Lycan wrote:
i can just see it now....

3 badges handed out to all 20 people on a weak lvl 3 base.. they all did 120 damage except the one person that finished it off... so one person in 1st place, and 19 people in 2nd place


You make a good point people can take advantage of this.

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Fri Nov 04, 2011 6:41 am
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i agree it's unfair though... i think server side, the date/time of the last attack should be stored... and the damage table should be sorted on damage and then earliest time... that way the first person to hit XXXX damage exactly is the one that gets the highest ranking

alternatively... a random number should be generated per person and sort by damage then the random number... so the placement in the table is randomized per target

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Fri Nov 04, 2011 6:45 am
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Lone.Lycan wrote:
i agree it's unfair though... i think server side, the date/time of the last attack should be stored... and the damage table should be sorted on damage and then earliest time... that way the first person to hit XXXX damage exactly is the one that gets the highest ranking

alternatively... a random number should be generated per person and sort by damage then the random number... so the placement in the table is randomized per target


I like both of those,but like the second one better,because if u both do same damage then a random pick on who gets the spot.

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Fri Nov 04, 2011 6:52 am
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Joined: Thu Dec 16, 2010 11:11 am
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Zargor wrote:
Lone.Lycan wrote:
i agree it's unfair though... i think server side, the date/time of the last attack should be stored... and the damage table should be sorted on damage and then earliest time... that way the first person to hit XXXX damage exactly is the one that gets the highest ranking

alternatively... a random number should be generated per person and sort by damage then the random number... so the placement in the table is randomized per target


I like both of those,but like the second one better,because if u both do same damage then a random pick on who gets the spot.


Good thinking. I prefer the first idea.

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Fri Nov 04, 2011 11:34 am
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