I’ve heard something about stats and “real-time unlocks” in ETQW? Explain please?
Stats in ETQW?
Since Im waiting for a call from Gamestop when my HoMM 5 copy gets there, I’ll humor you.
You gain experience, levels, and abilities during gameplay, and at the end of the map a breakdown of stats of given- both personal and server-wide. Your post wasn’t exactly informative on what you are asking about, so I’ll give an example of a Medic in ET as a reference.
There are four levels per class. Each level gained by experience gives you a bonus, but these only accrue during a campaign (3 missions) after which your experience resets. Ninety percent of ET servers now run longer campaigns, which are customizable by the server operator, and some even offer experience save- which keeps your experience and doesnt reset it. For those that run default here is the Medic progression :
Level 1 - basic start
Level 2 - 1 extra clip and grenade
Level 3 - revived teammates are fully healed, rather than only 1/2 healed on revive
Level 4 - Adrenalin - special needle used on self that gives 10 seconds of half damage received and stamina doesnt decrease
A medic also can throw more med packs as they level up, since the power bar does not decrease as much per each pack thrown.
There are also two universal skills that you get no matter what class you are :
Light Weapons
Battle Sense
These level also and give you more options like dual pistols and extra health.
Each class has two main weapons they can choose to spawn with, but nothing un-lockable ala BF2.
also, it’s lvl1 medic that gives you extra nade&clip, lvl2 gives you more health packs.
It’s a fair guess that what is described as ‘realtime unlocks’ is someone trying to explain an ETish system (where you get the rewards right away, but only in a single match or campaign) to BF2 players (who get their unlocks based on global rank, and have to quite the server to unlock them).
So describing the ET system isn’t totally offbase.
In Battlefield2 you can permanently unlock weapons with your experience. W:ET and Quake Wars is different because of the campaign system. A campaign lasts 3 maps, at the end of which a new campaign starts and all experience (inlcuding any gameplay benefits you may have achieved) is reset. There are no persistent unlocks in Enemy Territory. Quake Wars will apparently have some sort of new global stats and ranking, but this is purely for bragging rights, it won’t affect gameplay. Also, keep in mind that the experience system will be completely disabled for clan play.
See this interview: http://www.gamearena.com.au/news/read/3641727
W:ET exp system: http://velocity.lunarpages.com/XP.html
Just so you know, there WON"T be unlocks that you keep forever like in BF2. There will be unlocks throughout the campaign though. I wish you people would go play ET to get a taste of what QW will pretty much be like.
Haha ive played ET since the very begining and i never did find out what those letters meant! never really been interested but its nice to find out
In relation to the topic, will we need to use only ‘ranked servers’ to have our stats tracked?
Because I see no other ways (by my limited knowledge) other than having official servers that maintains stats. I fear this would degrade to BF2 level of ridiculous stat-padding…
Yeh persistent stats is a bummer, in the recent TQW interview they said that there will be a “backend global stats system for people to analyze how good a player will be”. The only way that this could be done properly is by having ranked servers which is a path that should be avoided imo.
Sadly, it is pretty confirmed from the words of the interview at E3 that there will be persistent stats. I know that it probably will not affect in-game play but its pretty sure that there will be stat-padders. :banghead:
I’m a stat padder.
But that doesn’t mean I don’t work as a team, or am unwilling to die for the good of the team.
If I can find a sweet farming spot by all means I’m going to set up camp and get all the kills I can. It is a FPS after all, and killing is the name of the game…
Shooting is the name of the game, not necessarily killing. And i shoot to thrill!
PW: Our plan at the moment - and this is still a bit early, I think, to talk too much about the persistent stuff or how we store data - but our plan is that we have authentication for servers in much the same way as we do for clients, so providing a server administrator doesn’t mind a server authenticating, then every server can collect data. The server administrator needs to be happy that his server has confirmation that it’s not cheating, its not gathering data illegally. We don’t have to have official tournament services that have been allowed by id. The design is such that anybody that runs a server can runs a stats gathering server.
Source? Not that I doubt you but I hope to read abit more other info?
Frankly I still think its a bad idea to have stats tracking. I guess it’s a gd marketing strategy… but look at BF2 now… the persistent ROE (Rules Of Engagement) argument is bringing the whole game down…
It’s a bad idea to implement something that you have no control over. IE, idiotic stat padders.
As long as you can’t see your ranking in-game, it’s allright. Those who want to see the stats then just need to quit.
who cares about stats? either you look at them or not. stats trackers are also available for ET. as long as there’s no persistent xp save or weapon unlocks i’m fine with it. and imo it’s fine if my fav server tracks my gameplay. why not? actually i don’t give a $#!T whether someone thinks i’m good or not. it’s more that i like to kick sum ass of people who swagger about their stats, gives me a special kind of fun
GameArena: So there’s no global system?
KC: Actually there is on top of that. The problem is, if you make a global reward system that actually improves people’s abilities, then a year later somebody comes in and they’re behind. And that’s not fair. Because fundamentally, there is competition involved, and so we didn’t want to uneven the playing field to that level. So all of our persistent systems outside of the campaign system are all recognition systems. Medals, awards…
^^ did EA think of that one or do they calculate that their games have a living period of one year max or so and then nobody wants to play their game anymore anyway except for the hardcore community. or maybe it’s that they do the same now what they do with their sports series: they crap out a BF game one year after the other, always the same, only with some graphics enhancements here and there.
i still see noobs running around in ET and that’s refreshing
sorry, should have posted all of this:
GameArena: So there’s no global system?
KC: Actually there is on top of that. The problem is, if you make a global reward system that actually improves people’s abilities, then a year later somebody comes in and they’re behind. And that’s not fair. Because fundamentally, there is competition involved, and so we didn’t want to uneven the playing field to that level. So all of our persistent systems outside of the campaign system are all recognition systems. Medals, awards…
PW: Representing your status. They provide you with data on how you’ve been playing -
GameArena: They don’t actually affect the in-game experience?
PW: They don’t affect the gameplay at all, for the persistent stuff.
GameArena: Battlefield 2 has two systems, the ranked server system and the unranked server system - the ranked server system is how you generate statistics…
PW: Our plan at the moment - and this is still a bit early, I think, to talk too much about the persistent stuff or how we store data - but our plan is that we have authentication for servers in much the same way as we do for clients, so providing a server administrator doesn’t mind a server authenticating, then every server can collect data. The server administrator needs to be happy that his server has confirmation that it’s not cheating, its not gathering data illegally. We don’t have to have official tournament services that have been allowed by id. The design is such that anybody that runs a server can runs a stats gathering server.
from this link I posted in sticky