E.T. for competitive (i.e. Clan) games?


(Ifurita) #41

Again, here’s my 2 pennies reposted from another thread, some relevent some not:

It seems like the general feedback on the experience/skills system is that it’s a really cool system, people like it, BUT skills are earned too quickly and the rewards are too “gross”. How about something like this:

Basic experience to skill level (default)

Level 1 - 25
Level 2 - 50
Level 3 - 100
Level 4 - 200

I like nice round numbers and each skill level is progressively harder to attain. Then, add 4 game variables

g_level1multiplier - 1.0
g_level2multiplier - 1.0
g_level3multiplier - 1.0
g_level4multiplier - 1.0

You could also specify a value of -1 to completely turn off that level of experience.

This would let the server admin really customize the experience system based on their server population and types of maps. For instance, if I’m playing on Charter Comm - Miami on a Market Garden-type map (can get very long games), maybe I’d set my multipliers to 2.0, 2.0, 2.5 ,3.0 to require 50, 100, 250, and 600 EP before hitting level 4 - quite attainable in a marathon pub game - I had >250 revives on one game of Market Garden

Likewise, for people who want to play without the experience system, they can, and I can guarantee you that the games would be just as fun.
If the server admin wanted to turn off experience or turn off certain levels, then they would set the multiplier to 0, for example, 1.0, 2.0, 0.0, 0.0. 25 points to reach level 1, 100 points to reach level 2, levels 3 and 4 not attainable.


(Kendle) #42

Yep, perfect! That’s all that’s needed. No idea how easy/difficult that would be to code, but if it can be done, brilliant!

Btw, Ifurita, am I right in thinking you’re involved in beta testing other E.T. maps? If so care to let slip whether they’re bigger/smaller than FuelDump? :smiley:


(Ifurita) #43

I have no idea how hard it would be to code, but somewhere there has to be a table with experience point thresholds and their appropriate rewards. That table would be replaced by the same table x level multiplier (I think).

Sorry, can’t say much about the maps. I like them a lot though


(Ifurita) #44

I’m not convinced that the SD maps are really that much bigger. Here are some run times. Keep in mind that my strafe jumping technique isn;t great, so others could make the run in less time, but proportionately, they should be the same:

Assault: Rear axis spawn to dynamitable spot on tower - 55 seconds (gate is already open, barrier is already blown)
Fuel Dump: Dynamitable spot on fuel tank to rear allied spawn - 1:11.

So, there is an extra 16 seconds of run time, HOWEVER, once the tunnel door is blown, the middle spawn becomes an uncontestable Allied spawn point which reduces the run time to 32 seconds.

Just my 2 pennies


(RivrStyx) #45

Ifurita… now that would work and keep everyone happy. Your always thinking aren’t ya :).
As far as the maps go and all i have to go on is fueldump… its not a bad size for matches really. Maybe we could get more match freindly maps from the custom map community as dawg said depending on what the clanners think of the other maps in the final. Who knows they could be more to your liking. I’d be willing to help out… i’ve done a few maps in my time.

http://www.planetquake.com/pur3maps . (The maps there are more for public with even 1 of them being a 64 player , but new ones for ET could be a different story and more match oriented)

Take a look kendle (or whoever else is interested) and maybe we can get something going depending on final release and the rest of the maps in it of course. All could be well in paradise :). Maybe sooner tho…to get ideas and started in case the maps aren’t going to work to well in matches and that could mean weeks to months to get something finished.

anyway if interested email me at rivrstyx@planetquake.com


(ColdBackHAND) #46

Kendle, I may have missed your point because we in the U.S. really do not suffer from the lack of server time.
Yes, servers are expensive but thats no excuse still.

c-ya


([BJ]!marQuis) #47

I guess most of you guys are just ‘talking’ about clan matchs on ET. Well, as a matter of fact, me and my clanmates actually had our first ET match couple of weeks ago.

The results? It is obvious that one match can’t reveal it all, but we had quite a enjoyable experience… Most of the issues that you guys have been talking about didn’t show up.

We had a 10:10 match, ABBA SW mode. We lost one game by the sewer rush, we lost another by failing the sewer rush, and so on.

We’ll have to wait and see… But I believe that ET will find its own way, either by Splashdamage or by yourselves.

Questions, comments are welcome indeed.

Michael


(Ifurita) #48

I did have some additional questions:

  1. Were the teams approximately equal in skill level?
  2. What was the “to beat” time set for each round?
  3. What experience levels, on average, were reached and how much of an effect did this have on the outcome of the game(s)
  4. Were experience levels lop sided for or against any one side (e.g., Allies or Axis)?

Thanks


(ColdBackHAND) #49

I am very intrested in your scrim also.
How many players did you use per side.

c-ya


(Ifurita) #50

i believe he said 10:10


([BJ]!marQuis) #51
  1. Were the teams approximately equal in skill level?
  • As you know, in SW mode, the xp resets as each sessions starts. That means, there’s hardly enough time for the players to gain points. To be more specific about this question, although I can’t recall exactly because of my concentration on the match, there was no clearly distinguishable difference in skill level.
  1. What was the “to beat” time set for each round?
  • Not clear about this one either. Considering that our team was not really prepared for the match (few of my teammates were not really familiar of ET), we were always the losing side. On our first session as allies, we failed to blow the fuel tank. On the next session, we lost quite quickly (maybe 5 minutes or so). The next session as axis, we lost more quickly, due to our faliure to stop the sewer rush. We failed to beat the clock on the last session.
  1. What experience levels, on average, were reached and how much of an effect did this have on the outcome of the game(s)
  • As I stated in answer number 1, the xp levels were reset as every session began. This resulted in very low xp levels (compared to the xp levels you achieve in campaign mode), and I guess that made the effect of xps quite low. I can possitively say that nobody ever reached level 4 on any abilities.
  1. Were experience levels lop sided for or against any one side (e.g., Allies or Axis)?
  • The difference was too small to say…

Once again, I would like to say that this match was the first match ever held in our RTCW clan community in Korea. Therefore, not everyone was quite prepared, and not able to perform sophisticated tactics/strategies. So you should think this as a ‘short-term evaluation for ET as a clan match-able game’. The results were … not bad.


(Ifurita) #52

actually, the first question referred to raw skills as a clan - shooting, teamwork etc. If you had all been playing on a standard familiar RTCW map, would the match have been fairly even sided?


([BJ]!marQuis) #53

Although we haven’t played a match with the guys we had played(clan [SS]) with recently, I can say that there is not much a difference between the raw abilities of my clan and [SS]. Afterall, we originally wanted to play a RTCW match with the [SS] guys, but they suggested an ET match instead, and we accepted that. That was how we got to have an ET match.


(bani) #54

i hope someone is making a list of features they need for a clanmatch mod. ill write it if you list what needs to be fixed. :moo:


(Pervert) #55

Hi all,did some1 mention that clans dont play Tram in matches :clap: :clap:
I think some valid points have been made here and even some agreement at the end :eek3:
Dont worry Kendle m8,have faith :drink:


(Kendle) #56

OK, =UKEG=Pervert, we know you guys love Tram, but the rest of us (well the sane ones anyway), don’t! :smiley:

As for having faith, I’m fresh out atm, although I’m enjoying E.T. more and more, and can’t wait for the final release. :drink:


(Pervert) #57

:banana: hehe,Ive got an alert set on all forums that lets me know if some1 mentions configs or Tram.Anymore news on a release date?I thought it was supposed to be this week :???:


(fretn) #58

multiview :smiley:

fretn