Faskalia
Nov 5 2004, 07:24 PM
First of all: I used the search function, but non of the found topics covered this:
We all know the times you have a 2/50 dude on your team, who alone gave several levels to each single rine (i am not talking about xenocideing players).
I does not matter what causes such stats. They might be new to NS, they might have late joined, they might have a bad day or the might just simply like dieing.
They basically allow the other team to tech up much faster and thus they weaken their own team a lot. Sometimes not the top-scorer decide the match, but the lone 2/50 skulk who keeps feeding the rines.
Frankly speaking i want to prevent this, and here is how:
We all now that the XP givin for a single kill is influecend by the targets level as well as by the number of teammates near the killer.
I basically want to add a third variable:
The kill death ratio of the target. If i give you any numbers you will shurely kill me...i do it nontheless.
The kill death ration of a player automatically expresses a percentage.
Someone with a 10/1 ratio would be worth 1000% a 1/10 ratio on the other hand would be 10%; i am shure you already guessed this

So what we do is just give out xp as normal, but before we do so we multiply it with the k/d ratio. Someone with a x/0 ratio would cause some troubles (we all know why, dont we

) Thats is why i am also suggesting a highest and a lowest ratio, a cap if you want. These caps could be 250% and 5% i know that 5% is really low and would give nearly no XP, but if someone feeds himself 50 times to the other team he will slowely be lowered from 100% down to 5%, thus feeding much but not boosting player of the enemy team for 3 levels.
Again dont stick to the numbers, they are free to be modified.
Problems:
-Everything that can kill you witheout involving an enemy player could lower your rating. This is why there would be the need to seperate the suicides and teamkill_deaths from normal deaths.
What do we have to expect from this XP-system?
Hopefully games with more comebacks and a co that is in generall more newbie friendly. (you dont hurt your team that much if you happen to die often)
*edit*
I stroke enter way to early: could a mod add the following to the subtitle:"Involving the k/d ratio" pls
sincerly me
monopolowa
Nov 5 2004, 09:09 PM
What about xeno-skulks? They typically have a much worse k/d ratio than other players, but it doesn't mean they aren't skilled
Faskalia
Nov 5 2004, 09:10 PM
| QUOTE (sithlord1234 @ Nov 5 2004, 11:09 PM) |
| What about xeno-skulks? They typically have a much worse k/d ratio than other players, but it doesn't mean they aren't skilled |
Just read the problems paragraph again, xenocide is a suicide kill.
Problems:
-Everything that can kill you witheout involving an enemy player could lower your rating. This is why there would be the need to seperate the suicides and teamkill_deaths from normal deaths.
cookman
Nov 5 2004, 09:27 PM
What about a lord grandmaster fade?
I just played co as fade and achieved 64/4. That would be around 20 times normal 10th level experience. So as long as the alien team also posses good players, this suggestion wont change anything, because even though mr.nOOb doesn't give marines much XP, killing lord fade just that 1 time would give the marines 3 levels each. Plus there would be no point in staying alive anymore, unless you could stay at zero deaths, because that one time you get killed you would give as much experince as dying 20 times.
Faskalia
Nov 5 2004, 10:26 PM
| QUOTE (cookman @ Nov 5 2004, 11:27 PM) |
What about a lord grandmaster fade? I just played co as fade and achieved 64/4. That would be around 20 times normal 10th level experience. So as long as the alien team also posses good players, this suggestion wont change anything, because even though mr.nOOb doesn't give marines much XP, killing lord fade just that 1 time would give the marines 3 levels each. Plus there would be no point in staying alive anymore, unless you could stay at zero deaths, because that one time you get killed you would give as much experince as dying 20 times. |
Thats the point where the caps take over:
"Thats is why i am also suggesting a highest and a lowest ratio, a cap if you want. These caps could be 250% and 5% i know that 5% is really low and would give nearly no XP,"
You might get 9 lvls for the whole rine team with one kill, but only if there is no cap. If you cap it at say 250% them killing the über fade grants you a decent reward, but not enough to catapult your whole teams lvls through the roof.
taboofires
Nov 5 2004, 11:57 PM
While I would say that rfk and exp change the skulks' role from suicidal squad to res fodder, and that skulks should not fear death (unless the spawn queue is full), this is definately not the way to do it.
It does kinda suck that battles are toned down by doubly-punishing death.
Faskalia
Nov 6 2004, 08:29 AM
| QUOTE (taboofires @ Nov 6 2004, 01:57 AM) |
While I would say that rfk and exp change the skulks' role from suicidal squad to res fodder, and that skulks should not fear death (unless the spawn queue is full), this is definately not the way to do it.
It does kinda suck that battles are toned down by doubly-punishing death. |
How does death double punish you with this system?
When you die you are dead, ->punishment #1.
When you die your rate is lowered, thus you give less xp to your enemy when you die next time, -> punishment #2
Slink
Nov 6 2004, 09:14 AM
As someone who tends to play co very defensively on aliens (read: camps hive) i STRONGY endorse an idea such as this. When i'm going like 2-3:1, and i'm watching my teamates who are 0-16, i wish for something such as this with all my heart.
Also, this might make 1v1 a bit more interesting. Example: I'm alien, i camp the hive, let you waste ammo on it, and rack up 5 lvls without dying. rine at this point is maybe lvl 3, prolly lvl 2. Now, if i keep slaughtering him, then i get a much slower xp rate. Also, if he manages to kill me, he'd get a serious boost to xp, maybe enough to make a comeback. This would make 1v1 MUCH more interesting. As it is, 1v1 is almost pointless.
perhaps, instead of a hard cap, like max 250% exp gain, it could be a soft cap? like, once you get past 2:1 or some such, it starts going up slower? example: you've got 10 kills, and 3 deaths, 3:1 ratio. When you die, instead of 300% xp gain for the other team, perhaps only 225% or some such. Numbers of course subject to variation.
I do like this idea though. I dislike loosing combat games because of suicidal teamates. Classic is different.
RobB
Nov 6 2004, 09:14 AM
| QUOTE (taboofires @ Nov 6 2004, 01:57 AM) |
While I would say that rfk and exp change the skulks' role from suicidal squad to res fodder, and that skulks should not fear death (unless the spawn queue is full), this is definately not the way to do it.
It does kinda suck that battles are toned down by doubly-punishing death. |
Not your xp income is lowered, the income of the enemy killing your unskilled booty is lowered. I think this "new" system would be better then the current - 'cause the battles of now are toned down instead that "new" ones.
Cheese
Nov 6 2004, 09:59 AM
even tough i dont like combat...this idea is very good!
*thumbs uuuuuuuuuuuup*
cookman
Nov 6 2004, 02:49 PM
This would include some really bad discussions between marines.
If I bring down a player, with 133/7 ratio, to 5% percent health and some nOOb accidentally drops by and kills the fade and gets from 1 to 8 instantly with me getting nothing, then I would be really ****. Not only did this newbie get to be level 8 with a ratio of 1/24, I didn't get a dime for focusing all my skills and mind on that one psycho fade.
I would hate this.
Now if a skulk did hard work to bring down this, now level 8 with JP and Shotgun, he wouldn't get any experience for doing difficult leap'n'bite.
This just wouldn't be fair.
Recoup
Nov 6 2004, 03:03 PM
He just said there would be a cap, man. You arent going to jump 8 levels, you cap it at 250% max, meaning you get just enough to be recognized, but not enough to shoot your score too high. Besides, I think he needs the experience more than you.
Faskalia
Nov 6 2004, 03:28 PM
| QUOTE (cookman @ Nov 6 2004, 04:49 PM) |
This would include some really bad discussions between marines.
If I bring down a player, with 133/7 ratio, to 5% percent health and some nOOb accidentally drops by and kills the fade and gets from 1 to 8 instantly with me getting nothing, then I would be really ****. Not only did this newbie get to be level 8 with a ratio of 1/24, I didn't get a dime for focusing all my skills and mind on that one psycho fade.
I would hate this.
Now if a skulk did hard work to bring down this, now level 8 with JP and Shotgun, he wouldn't get any experience for doing difficult leap'n'bite.
This just wouldn't be fair. |
With the current system you also dont get any xp for bringing down that fade to
1 hp if you die before it gets finally killed.
And btw if there is a psycho fade nearby you are not meant to walk around alone.
If you thought that all XP will be given to the killer, you are wrong. I am just adding the k/d ratio as a factor to the overall xp given out. So team boni are still rewarded and they are even bigger.
Example: You bring down a lvl10 onos with 5 mates. The onos has a k/d of 100/10.
This would be 180 XP for lvl 10 +50 XP for the team kill. Thats 230 so far, roughly 38 for each rine.
If you now take the kill death ratio in account, witheout cap, every rine would get 380 xp.
With 250% cap it would be 96 exp for each rine.
Thats a nice slice of xp but not really overpowered.
Lets do the maths for your example: the mighty 133/7 über fade. Lets asume the noob kills him alone (thus he gets all the xp from this kill).
lvl 10 = 180 XP, no team bonus, 133/7 is roughly 19.6 thats 3528 XP for your noob witheout cap. With 250% cap he would get 450. So he would never get 8 lvl with one kill.
cookman
Nov 6 2004, 05:25 PM
| QUOTE |
| With the current system you also dont get any xp for bringing down that fade to |
No, but atleast the fragstealing nOOb doesn't get rewarded with the world.
| QUOTE |
| And btw if there is a psycho fade nearby you are not meant to walk around alone. |
What does that have to do with anything I said? It's very possible to bring a fade down under 10% without dying, and if I only need 1 shot, but another nOOb takes it, then that's ok, just let ne get 90% of that experence even though I'm not humping the nOObs leg.
| QUOTE |
| If you thought that all XP will be given to the killer, you are wrong. I am just adding the k/d ratio as a factor to the overall xp given out. So team boni are still rewarded and they are even bigger. |
I merely didn't mention that I wasn't humping the killers leg. I thought you could reach that result by thinking yourslef, saving me some time. And I want my experence for killing whoever I kill, who's to say I'm not killing that fade with a lucky shot but get rewarded with 450 exp. And if badnOOb#1 fights hard against badnOOb#2, doesn't badnOOb#1 deserve full experience?
My point is: The current experience system is fine, I don't need more or less expereince for killing better or worse players. In a game where the balance between good players and bad players is roughly equal, this system won't change anything. And if one team consists of noobs and other team of elites, then it would only stretch out the game. Meaning, leet teams average level will follow noob teams average level, and thats not the way it's supposed to be. Better players should simply be higher level than bad players. And if you have issues with bad players feeding the opponents, then find a server for 1337 people.
RobB
Nov 6 2004, 06:03 PM
| QUOTE (cookman @ Nov 6 2004, 07:25 PM) |
| My point is: The current experience system is fine, I don't need more or less expereince for killing better or worse players. In a game where the balance between good players and bad players is roughly equal, this system won't change anything. And if one team consists of noobs and other team of elites, then it would only stretch out the game. Meaning, leet teams average level will follow noob teams average level, and thats not the way it's supposed to be. Better players should simply be higher level than bad players. And if you have issues with bad players feeding the opponents, then find a server for 1337 people. |
Yes, that is the point.
As a skulk in later play you have barely no chance to get a slice of the pie, when you get lucky bite here and there eventual.
But the main centered reason here is that, if a realy bad skulk is spawning, running off in an ambush, behind the next corner, gets killed, repeats x times, the marines have gl in no time and the grenspam contest is open.
It's that way in the last 2 weeks of playing - each time a few skulks get caught from CAMPING marines here and there, and suddenly they all got scan, armor 2, hmg or gl, mt, jp, weps 3... etc etc.
(note: i play on servers with extended levels).
though I where opposed to CO at first, its now the only game i play cause NS isnt entertaining anymore. i want to prevent that this happens to co, too - i need at least one game in ns universe to play. and constant grenspam from half of the rine team isnt very entertaining. even while you have a gren on your own: its boring cause the aliens get fragged even before they know what that tincan in their teeth is.
krimson
Nov 6 2004, 07:14 PM
well, i dont think changing the way ns tracks your kills by separating suicides from regular deaths, and hten changing the way xp works would be a simple process.
and i dont really see how it would be all that much better than how it is.. i think it would end up making the game constantly flip flop... aliens would kill a lot, then start not getting any xp.. the marines kill a few aliens, get lots of xp, get stuff real quick, kill lots of aliens, then its repeated... making the game last even longer...
i think a slight revamp of how much xp you get for a kill could be done, but i dont think something like this would really be that much better for the amount of work that would have to be put into it.
but, i do like the idea of a nice reward for killing the focus fade with the 100-7 score... i hate that guy =P
RobB
Nov 6 2004, 08:47 PM
| QUOTE (krimson @ Nov 6 2004, 09:14 PM) |
well, i dont think changing the way ns tracks your kills by separating suicides from regular deaths, and hten changing the way xp works would be a simple process.
and i dont really see how it would be all that much better than how it is.. i think it would end up making the game constantly flip flop... aliens would kill a lot, then start not getting any xp.. the marines kill a few aliens, get lots of xp, get stuff real quick, kill lots of aliens, then its repeated... making the game last even longer...
i think a slight revamp of how much xp you get for a kill could be done, but i dont think something like this would really be that much better for the amount of work that would have to be put into it.
but, i do like the idea of a nice reward for killing the focus fade with the 100-7 score... i hate that guy =P |
ehm... ya' all still notice that co is timed? after <admin set value>, but default 15 mins, a round is over....
taboofires
Nov 6 2004, 08:48 PM
Sorry I wasn't clear: my comments regard the current, old system with the double punishment. The new idea lessens it, but doesn't eliminate it.
Faskalia
Nov 6 2004, 08:53 PM
Taboofires is krimson

One thing needs to be added: Players with 0 kills should be treated as if they had 1 kill; same for deaths.
Ok here comes a small scenario: co_core 6vs6. A singel rine kills the whole alien team alone and is in the hive. What happens? All aliens are still 100% worth of exp, cause the 0 is treated as a 1 and the rine is maybe about lvl3-4. When he kills them a second time all aliens are only worth 50% exp. (1/2 k/d). The rambo rine should be about lvl5-6 now. Next thing that happens is that our rambo is killed by the alien team 2 times in a row, granting every alien 1.5 lvl. After that he leaves.
This is the worst scenario i can think of hence it does mean that 5 rines have to fight 6 skulks, all of them with leap, 1 kill away from another lvl. But how often does i happen that the topscorer suddenly leaves? Isnt it more likely to have a 1/10 suicide skulk in your team that goes onos once he has reached his fifth lvl.
cookman
Nov 6 2004, 09:05 PM
| QUOTE (RobB @ Nov 6 2004, 01:03 PM) |
Yes, that is the point.
As a skulk in later play you have barely no chance to get a slice of the pie, when you get lucky bite here and there eventual. But the main centered reason here is that, if a realy bad skulk is spawning, running off in an ambush, behind the next corner, gets killed, repeats x times, the marines have gl in no time and the grenspam contest is open. It's that way in the last 2 weeks of playing - each time a few skulks get caught from CAMPING marines here and there, and suddenly they all got scan, armor 2, hmg or gl, mt, jp, weps 3... etc etc. (note: i play on servers with extended levels).
though I where opposed to CO at first, its now the only game i play cause NS isnt entertaining anymore. i want to prevent that this happens to co, too - i need at least one game in ns universe to play. and constant grenspam from half of the rine team isnt very entertaining. even while you have a gren on your own: its boring cause the aliens get fragged even before they know what that tincan in their teeth is. |
It shouldn't be the point.
The opposing team was better than you, they achieved more levels and equipment and they won, that's really sad huh? That's not the way it shold be according to you? Maybe you just feel it's not balanced towards the aliens in co, but I know that when I fade, those are some very screwed marines. I don't think co is imbalanced at the moment, but don't get me wrong, I do believe classic isn't balanced enough towards aliens.
Meto
Nov 6 2004, 10:11 PM
I like this idea as combat is all about teching up quicker. It'll stop noobs ruining the fun for others.
I would be more limiting on the caps. Say 125% to 25% so that there isn't an amazing bonus for taking out the top players but crap players don't give too much away.
im_lost
Nov 6 2004, 10:45 PM
Maybe the xp from a kill should only be affected like this when the player has a 4:1 k:d ratio, or a 1:4 k:d ratio. The players that are extremely good or bad give more/less experience than now, but a game with all average players should be unaffected.
RobB
Nov 6 2004, 10:46 PM
i think lowlvl needs to go to 10% or something.
and yes, co is imbalanced for aliens. especialy skulks are not more then a pile of flysh*t in the morning when the TSA gets SG, resuply and/or armor 1! all in all its just 4 lvls, able to get in like 10 kills. suicidal tendencis last around 15 spawns.
Church
Nov 7 2004, 10:47 AM
at level 4, aliens can go Fade. Fades are godly in CO. They always were. With the new redemption, Oni are also godly in CO.
I like this idea a lot.
Faskalia
Nov 7 2004, 01:39 PM
| QUOTE (|ds|meatshield @ Nov 7 2004, 12:47 PM) |
| Fades are godly in CO. |
And to adress the " think with my heart" ppl a little more:
How often do you feel like: "I solod the God Fade and all i got was this lousy shirt"
The problem with co is that there is no real award for killing skilled players and thus helping your team alot more than raping 4 noobs does.
I mean, everyone can kill the NSPlayer that went 6/34 as a skulk only to fade afterwards, but bringing down the God Fade requires either some serious skill or some teamwork hax (in most cases both). So please reward us properly when we do good; a tactical advantage is no real reward in co cause he can come back 30 seconds later.
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