Does anyone know if ET will incorporate a system similar to BF2 rank system but with more depth ? I like how BF2 was done but of course it could have been done 100 times better.
Ranking System ?
Its been answered many times before.
EDIT: sorry i forgot the search function was broken, there will be backend stats but nothing that will give you unlocks etc. Your stats are just for show, youll gain nothing from them.
would be even better with NO stats at all…
some people go grazy over their stats
the stats “whoring” ruined most of the fun in BF2
EA also did a very bad job with their “ranked server” partners… so you couldnt make your own dedicated box ranked, kinda sucked
Sweet, I’m cool with that as long as QW is more techincally sound then BF2 was in the tactical and strategic department ill be happy.
PS: I tried to search but its was broken.
would be even better with NO stats at all…
some people go grazy over their stats[/quote]
I agree. At times I wish there were no points at all in some games.
would be even better with NO stats at all…
some people go grazy over their stats[/quote]
I do agree.
From the very beginning of ET’s XP system, some ill-headed players have demonstrated how silly XP-holics could be.
They stabbed idle teammtes and give medpacks after that.
They continueously put TNTs on ammo racks then disarm.
They tend to play like an ammo machine behind a mortar, rather than to call artillery to blockade critical paths.
RtCW provides no XP, all players have to focus on mission objectives. Giving individual medals just altered the team-based basis of the game. Nowadays, more and more players compare their frag counts with others, “oh I am 39-3” “too bad I am 15-30”. Is this meaningful? I don’t think so. Some roles would have disadvantage in kill ratio, for example, an Field Op to throw smoke grenade into enemy lines would suffer from heavy crossfire upon him. On the contrary, medics who look after engineers would always have better chance to survive. And, of course… veteran mortars would always have absolutely beautiful ratio.
Keeping XP system is okay though, but with some improvement. ETPub’s player rating and kill rating is a great improvement over the existed ET XP system. I hope this system could be applied in ET:QW, and future games.
Mjolnyr: nothing you mentioned can’t be prevented with scripting.
stab - make medic lose exp for dealing team damage. If they want xp back, they need to heal.
tnt - simply make it impossible to disarm a dynamite planted on enemy structure.
ammo machine - make xp gain dependant on ammo gained by mortar soldier; I mean - if ammo pack can give 2, and the soldier has 11/12 (or whatever the max is), ammo pack is partially wasted and xp gained by field op should reflect that. Anyway, mortars in ET:QW are deployables, not weapons that can be carried, so I guess all issues are gone.
I agree that kill/death count shouldn’t be displayed.
Cant see any reason for global stats with all cheating and such going on.
Make a system for servers to have own stats instead like CS.
I also agree on this.
I hate those I-need-to-be-medic-to-get-uber-ratios-and-pwn-the-world-as-i-am-teh-master-and-best-player-of-ET-as-it-is-about-killing!
Allready in. Simple knife revives have a negative ratio. (If I’m not mistaken you lose 5 xp for a team kill, a medic gains 3 for a revive)
Please on no accounts do you want a BF2 ranking system, as it makes ppl greedy & selfish and teamwork vanishes. Leave your conrads while you go off to grab the tank or wot ever on their just cos they can get the most points. Sorry no thx.
Yeap. I do realize that exploits could be covered by scripting works. (Actually, the ammo rack exploit is fixed in newer patches already). However, once there’s a hole, there’re people trying to dig, and earn their easy points like that.
For a major percentage of players, XP is considered as an achievement indicator. It is a factor to keep people staying. But, the system shall be designed well. The essential problem within ET is: Winning or losing doesn’t matter XP. Only personal achievements do. This encourages people play deathmatch rather than march toward a goal together.
So, I strongly recommend to diminish the infulence of XP. Leaving the aiming skill to players’ own, but not Light Weapon Lv3. Don’t force a covert op roaming over the battlefield like a corpse collector, then he can do some accurate sniping after 18 uniforms he stoles. Giving a bit more health for the players who stayed long and engage keenly, it’s okay. But to give a Lv4 soldier SMG, Lv4 Medics adrenalin injection… it went too far.
I also agree on this.
I hate those I-need-to-be-medic-to-get-uber-ratios-and-pwn-the-world-as-i-am-teh-master-and-best-player-of-ET-as-it-is-about-killing![/quote]
I agree that stat whores are very annoying and usually arent even trying to win the game but just want better stats, but I disagree with this, I would like to see my own kill/death count, I just like to know how im doing. No, I dont think I’m a stat whore, I go for the objectives, but I like to know how many kills I have and how many deaths I have and whatnot.
Yes. Keeping records & analyzing logs and do longitudial tracking is a good approach to improve oneself. I agree with your points, stats are for personal reference, not for global comparison. There are so many different roles and player styles within a team, not all players function the same. Some players tend to rush first will always have lower kill ratio, engineers are even more vulnerable when they are proceeding important mission objectives. A sly covert op could fail 10 times and finally lead his ENG teammate into the fueldump fences. Because of the disguise thing, his kill ratio could be really bad (he cannot fight back when he is attacked). However, the poor kill ratio cannot reflect his importance to the victory.
yeah, it would be better if servers used psychostats or something instead of a global stat thing.