Skillsystem!


(sCa|DarkStalker) #1

rtcw:et is a great game, thats for sure. but the skillsystem is kinda unfair.

i you connect on a server ( mode campagne) and you have 0 XP and the other gamer more than 100 its very difficult to kill one ( you cant defeat an full skilled medic with low XP), mm the weaponbalancing is like a bad joke. Its unfair that the weaponburst ( <-- hope right word :stuck_out_tongue: ) get more less with high XP. Its unfair that a high XP player can shoot while he stands, or run and hit with every shot and a low xp player must crouch or prone to hit correctly.
i think the dispersion and accuracy must be firm, like in the classic rtcw, that nobody has an advantage in this regard

What about clanwars ( 6on6 ) if one of the players chrash and he/ she reconnected with 0 XP so the team of this player play like 5on6.

arg my english sucks :stuck_out_tongue:


(Maniac) #2

Clanwars will proberly get certain rules to prevent this.
Peronaly think the skillssystem is gonna be disables for clanswars.
Or they should make some kind of skill-restore fuction, like if you reconnect within the 5 min the server still has you exp. stored.
Dunno if this is possible though…


(Vengeance) #3

When ever the objective or campaign start the exp for everyone is zero and the more you do for your team the more reward you get - I think the exp system is fine the way it is.

The exp system is there to make each class put that extra effort in to help there taem out more.

the list below shows what the light weapon skill improves - you still need to be a good aim to take some1 out.

Light Weapon

  1. Improved use of Light Weapon Ammunition
  2. Faster Reload
  3. Improved Light Weapon Handling
  4. Dual-Wield Pistols

(DG) #4
  1. Improved Light Weapon Handling

I dont like EXP affecting weapons at all, but especially not light/heavy weapons handling. Weapon use and aim is something for players to learn and develop skills in, not being gifted with it while ingame.

I think this on general principle, but also it has an even worse effect that teams getting owned on publics always lose players faster than winning teams, so the losing team just keeps getting weaker with new players whom have no EXP. Defending teams also generally have advantage for making kills anyway, so they level up faster than attackers (how many games have you seen where the everage kills is lower for axis than allies in the console stats? usually its more like 60 to 40 effic).

Weapons EXP is easily my biggest gameplay issue with ET.


(Englander) #5

I dont believe that the XP levels helps with the aim in any way,it may help with a slight improvement of fire rate and so on but aim no.
Unless a SD developer tells me different.


(karti) #6

i think the system is great as it is now.
of course a colonel shoots better than a private, so why not making this in the game? (i know that my english sucks too :smiley: )

btw, as a covert-ops with garand, it is very easy to make kills. Even if the other players have 200-300 exp, i can make about 100-150 exp in the first round.

Also, i do not think that defending is easier than attacking because as an attacker u can choose where to attack, while as a defender u have some places, like mg42s, where u have to stand to defend.
So u r a perfect target for every sniper.
I dont know about u, but i like to be ally much more than axis because i really think it is easier to get exp this way


(sCa|DarkStalker) #7

karti

I think the system is great as it is now.
of course a colonel shoots better than a private, so why not making this in the game?

Thats right that a colonel shoots better than a private but in a game like rtcw, its better and fairer to train your aim. It sucks if someone stand before you and shoots faster than you. Or on distance its hard to hit someone with XP lower than 100-200.

i hope SD will change this in the full relaese.


(Vengeance) #8

the game is fair since every 1 starts on 0 xp and when both sides have good players raising exp becomes more difficult. Overall Aim still counts for evrerything


(sCa|DarkStalker) #9

… i see no sense in this, why the firerate gets higher with more XP? in rtcw classic it was okay that the thompson shoot slower than the Mp40 but the thompson make more damage and have another accuracy. Very often i see people shoot with the thompson faster than other with a mp40.

the game is fair since every 1 starts on 0 xp

but in a clanwar whats when the game crashes? than there is no balance.

the other things get better with more XP is ok faster medi/ammo packs etc. if someone crashes with a high medic oder fieldop skill is no prob thats not so important like the accuracy.

aim is something to train, not to give by XP points.

put the thompson & mp40 from rtcw classic in et than its perfect :smiley:


(Milbo) #10

ok,… the game will not crash very often,… i think that will be the prob of your clan members, but a restore function would be nice,… or a possibility to save your XP in a extern Splashserver :wink: (hehemyenglishissuckingtoo)
probably like this 5 minutes for reconnecting,…the skillsystem is nice like it is,…if u play stopwatch the XP are reseted every round,…

Hey but what is with a Stopwatch Campaign??
Ah yes and if u go in a game and they are in the last round of the campaign, then ok u have a lousy game for 10 minuts,… but then it starts again, and everyone have 0 XP“s


(Ifurita) #11

My thoughts on the current experience system:

The first question we should get sorted out is, ā€œat what point should the majority of players be level 4 in their primary skill?ā€

a. By the end of round 1, because a field full of level 4 players is what we really wanted in the first place
b. By the end of round 2, so that round 3 starts off with most players at level 4
c. By the middle of round 3, so that at the end of the game most players have attained level 4
d. By the end of round 3 for outstanding players as a reward for exceptional play

I kind of have to assume that it’s C or D. To assume A or B, we’d have to ask ourselves if ANY of the maps would be seriously unbalanced and/or broken if the vast majority of players were level 3 or 4 (e.g., fast panzer, airstrike and artillery spam). In fact, I think we might already be seeing this on fuel dump, where Axis going into the round as L3+ make it really hard for the allies to get past the bridge.

So how fast are people actually getting to level 4 in actual play? I did an unscientific poll on Planetwolfenstein …

http://www.forumplanet.com/planetwolfenstein/topic.asp?fid=6127&tid=1032346

… and here’s what people said:

7 (33%) said they (on average) reach level 4 in one round
10 (48%) said they (on average) reach level 4 in two rounds
3 (14%) said they (on average) reach level 4 in three rounds
1 (5%) said they (on average) don’t reach level 4 by the end of a 3 round campaign

This means that almost 80% of people expect they would be level 4’s going into the 3rd map and 95% of people would be level 4s at the end. That is for Level 4’s. Level 3s are attained even quicker. This seems somewhat excessive

So, how can this be fixed? In one of three ways:

  1. Reduce the points awarded per action
  2. Extend the experience scale from the current 20-50-90-140 to something like 25-60-125-200
  3. Reduce the skills gain to reflect incremental vs quantum changes

2/3 of normal charge to perform an action is pretty significant (esp at level 2)
Twice the ammo per ammo pack is significant
100% health on revive is very significant

Just my 2 cents


(kilbo.fraggins) #12

the truth of the matter is.

they developed this game with TEAMS in mind… like every other game that have attempted this. they have failed. the veteran FPS players rule by far and pull rank.

THIS game in particular makes it nearly imposible to win if all fields are not chosen and utilized.

thus making the XP scoring system FUN and new compared to the K/D scoring system.


(squadjot) #13

i dont think xp system should be fixed…not the ā€œhow-fast-you-goto-higher-levelā€ - thing…

remember…what about the players who joined late in the game., they shoud…and …another thing…whats the purpose of making urself good at something…at then when u finally get it…the rounds are over…and campaign starting on new…

u could choose more than one class to ā€œbuildā€ on…

…Instead of looking at lvl4 as ā€œsuper-soldier modeā€ā€¦I look at is as ā€œnormalā€ mode…and in the start, i just have to achieve my XP points to play ā€œnormalā€ :slight_smile:


(Dies Irae) #14

I think it was 3 days ago, in a server called Happy penguin (i’m not sure about the server) I was a Lvl 3 Medic with lvl2 Battle sense and level 2 light weapons. my ISP crashed and i reconnected 5 mins later (same map) an my Medic level was 3 Battle sense 2 and Light weapons on 1 . So i think if is not in the game, there’s a mod that keep a track about your XP points.

BTW. when i crashed i had 312 hp and when i reconnected i had 295.


(Majin) #15

resurection!


(Dies Irae) #16

Kind of…

If the medics can revive… why not revive himself after a E.T./ISP crash? =P