Stupid xp-farm exploit


(tokamak) #1

Just saying, a team-bleed amounting to 25 xp penalty combined with a heal amounting to a gain in 75xp is a profit of 50xp. If you don’t have anything to spent your xp it’s an easy way to get a few extra +50xp hits.

It’s not really an exploit worth keeping under the lid, but it’s indeed a perverse incentive.


(Moonlighter) #2

But then you’d burn through your supplies and not be able to heal team members, buff hp, or revive team members.


(Humate) #3

If I’m not mistaken, the barricades and staircases progress resets unlike primary objectives. You can sit there build the thing, then allow it to reset. Rinse and repeat.


(Deadwalking) #4

If someone is that hard up for XP then let em do it. It is by far easier to level up and gain XP by just playing the game.


(tokamak) #5

If there’s nothing else to do and you buffed everyone then that’s where you can push your supplies towards.


(Jess Alon) #6

I saw a kid who put a youtube video saying set up a match alone and play defense… and have your character stand next to the objective “defending” it. And you get points while your character is idling there. And you win the level so you get points then too. And repeat. SD needs to nip that lazy crap in the bud.


(amazinglarry) #7

Yeah true, but that’s really pushing it. It’s almost impossible to not find somebody on your team to give a health buff to.

That being said, I’ve been freaking TK revived more than I care to count over the past few days and it’s the stupidest damn thing in the world! Just buff me you assclown.

TK revives - good = ET
TK revives - ehhh = QW
TK revives - IDIOT! = Brink


(tokamak) #8

A TK revive also is profitable in xp, but it’s incredibly detrimental to the gameplay.


(amazinglarry) #9

Is it? a -25xp for bleeding, and then a raise being +100 = +75 right? Don’t medics already get a +75 for buff? I think it breaks even, but also infuriates your teammate.


(tokamak) #10

Don’t you get more xp for revives?


(amazinglarry) #11

Yeah you get +100 for revives and +75 for buffs right?

But if you’re TK’ing then you’re losing XP. I’m just basing this off your previous example of -25xp for bleeding.

So bleed -25; revive +100 = +75.

Either way, people bleed/buffing or tk/reviving are smacktards.


(PillowTalk) #12

[QUOTE=tokamak;317790]Just saying, a team-bleed amounting to 25 xp penalty combined with a heal amounting to a gain in 75xp is a profit of 50xp. If you don’t have anything to spent your xp it’s an easy way to get a few extra +50xp hits.

It’s not really an exploit worth keeping under the lid, but it’s indeed a perverse incentive.[/QUOTE]

You don’t even need to hurt them.

Medics get +75xp for every heal, regardless of how much HP your target has.

Basically, if you’re hurting someone with FF and then healing them, you’re ****ing yourself out of 25xp.


(xdc) #13

tk reving isnt useless in brink if you have the revive nade

i only did this once, two teammates at very small hp were standing next to each other, and i only had one pip left. so i tked both of em and threw the revive nade at em

probably not gonna help much since u can regenerate hp back, besides hp pips


(PillowTalk) #14

Is he talking about killing someone then reviving them?

Then you’re not going to get any XP at all; every time I accidentally down a team mate, it costs me 200XP. Reviving only gives 175 total (75 for tossing the syringe, another 100 if they successfully use it) so, again, killing someone to revive them is ****ing you out of 25xp.


(amazinglarry) #15

[QUOTE=PillowTalk;317916]Is he talking about killing someone then reviving them?

Then you’re not going to get any XP at all; every time I accidentally down a team mate, it costs me 200XP. Reviving only gives 175 total (75 for tossing the syringe, another 100 if they successfully use it) so, again, killing someone to revive them is ****ing you out of 25xp.[/QUOTE]

Usually TK revives are when players are at very low health… so it wouldn’t cost you much XP.

He meant that when everyone has full health, and there’s nobody available to buff, to shoot em once, and then buff.

Either way, pretty lame.

Also, xdc, I will grant you that, that MAY be somewhat acceptable but what this game has that QW and ET didn’t, is this quick health regen if they found cover. It still takes players out of the ‘game’ for a few seconds, whether you’re holding X to revive, or you’re hiding behind a couple crates for a few seconds.


(SockDog) #16

People exploiting the XP system, who’d have guessed.


(tokamak) #17

It only means it can be tuned better. An unexploitable system is not unfeasible.


(SockDog) #18

As we’ve argued countless times before a system based on rules and rigid structures will always be exploitable or just devolve into a bland mess. A proper XP system needs to work in a more fuzzy and flexible (dare I say AI) manner.


(tokamak) #19

That’s just semantics, we can both agree on that an accurate xp system is possible.


(SockDog) #20

I was talking about two different systems there. I don’t agree the system in place is fixable in any way. The more rules you add the more exploits it creates and the less effective the system becomes at rewarding exceptional behaviour. Of course given enough time and resources a different and near perfect system could be created but would there be any actual return on investment? Such a system would immensely complicated to the point of being a learning AI.

IMO the XP system, currently, is nothing more than some mutated monster of a 1 point = 1 kill scoreboard with corrupting layer upon layer of rules. It sucks and doesn’t surprise me it’s either being criticised for exploits or imbalances.