XP whoring ruining games?


(TAngelo) #1

Anyone ever experience truly gross XP whoring to the point where it messes up the entire game? I guess most people will have encountered engineers defusing other engineers’ dynamite so they can gather the points for destroying an objective for themselves, or (had this a couple of times during one game) laying dynamite somewhere and having another engineer come by and quickly arm the charge you just dropped. Played one game today on allied side however where gathering XP points was apparently more important than winning the game; it was clear from Radar that allies were up against a more than able Axis team, which should already prompt allies to tighten up for the Railgun map as it usually means it’ll be hell keeping the opposing team back.

Things were already a little weird on Radar, with multiple people each planting their own dynamite charges at the front entrance (even though to my knowledge it’s only the engineer whose charge actually destroys the objective that gets the points) and then after the gate blows having half the team killed by the rest of the charges going off one by one as the fighting erupts at the front. At that point I went to the side entrance (which was still locked). Wary of mines I advance carefully and start defusing when I find a few have been planted. I’m busy with the second one when out of the corner of my eye I spot about four other allies coming to join me, I believe all of them engineers. Instead of being careful they charge forward toward the door to plant, with one stepping on a third mine dug in right before the door. Had other mines lain in the vicinity the whole group would probably have been wiped out. As it turns out the one engineer, still standing on the last remaining mine, can plant his dynamite while I start defusing the mine under his feet. As the dynamite had been planted at the door I step back, only to see the rest of the group charge in, each wanting to be the first one to add his own packet of dynamite. In the end there were three or four packets planted. The first one blows, and to my amazement I see the entire group charge forward again, pushing each other out of the way to try and be the first to build the command post. Of course there’s still a bunch of ticking charges laying there, which go off shortly after killing all players except for one who’d made it through in one piece and was building the CP.

Since the rest of Radar isn’t really the kind of map where lots of XP points can be gathered things went ok after that. Next up is Railgun though, where upon arriving at the trackswitch I find that only two or three teammates are present to defend as the tug approaches. The rest of the game - or whatever little game there was - is spent shouting for more help as it becomes clear all but those two or three are off trying to be the first to reach any kind of objective that can be built, destroyed, whatever. The Axis team meanwhile is very strong and works great as a group. Eventually those actually interested in playing the map found themselves in a situation whereby most of the team just runs off into the tunnels or to the railgun even when the axis are right at the trackswitch with the tug and are constantly raising it. Even driving the tug back is apparently less important than shoving each other out of the way trying to get to the rebuilt gun controls or to the CP. Needless to say axis finally broke through without too much effort in a few minutes, which as it happens prompts one of the most frustrating things I’ve seen yet in ET: I’d been killed when the axis broke through and was looking through the eyes of a teammate as he ran from the spawnpoint and to the trackswitch, only to witness the player in question (an engineer) ignoring the tug as it drives off in front of him toward the depot yard and instead heading for the command post. Heading for the depot yard as the tug is loaded I hear the voice over announce that a command post has been constructed and that the gun controls have bee destroyed again. Accompanied by only two or three teammates again we’re wholly unable to stop the axis coming back with the tug. They manage to drive it all the way home, where they load the second tug and make for the nearly deserted railgun with it, winning the map. Looking through others’ eyes again at that final instant I see the rest of the team is busy racing teammates for the depot yard flag and messing around the command post.

Ever had XP whoring nightmares like this? I actually thought the worst it could get was at Goldrush, where you often have teammates planting at the truck barriers and repairing the truck when the rest of the team is getting locked up at one of the tank barriers.


(twiFight) #2

LOL if you give a short summary of your post I might consider reading it.

The time taking to read your post is much better spent playing ET :smiley: (nofi)


(TAngelo) #3

hehe, yeah I know I have a tendency to write long posts. I short I guess it says some things about teams off gathering xp wherever possible while losing the game. Anyone have any ‘experience’ (no pun intended) with this?


(Vengeance) #4

A good thing i have noticed is that if some1 arms your dynamite u still get the exp for it.

Yeah i think every1 has encountered games were all ppl are concerned about are getting the exp. If im on a server were this is happining i usually disconnect quite quickly.

Im just glad that the regular server i play on has a lot of good ppl who play for the obj not the exp.


(twiFight) #5

Yeah I agree to that, it’s very frustrating when you’re losing the game getting killed all the time while your teammates are somewhere at the back of the map.

But I have to be honest and note that when I just joined a battle and everybody else has 200+ xp I usually keep quiet and gather some xp cos it’s damn near impossible to fight enemy medics with 200 xp or to go in a battle with two enemy field ops with lvl2 signals


(Miles Teg) #6

The only thing that I don’t understand is why everyone moans about people arming their dynamite.

As I see it, the only thing that matters is to get a dynamite planted. and preferably as quickly as possible. Sometimes it can be worth planting multiple dynamites (just because the opposing team will have a harder time defusing them all), but most of the time it’s just worth ensuring that one is armed, and then defending that. So as an engineer, if I see someone else throw down a dynamite when they’re under fire, I’ll run forward and help to arm (if they’re not under fire, I’ll hang back guarding it and be prepared to finish arming if they’re taken out by a grenade or panzer or the like - better to avoid having two people blown up by such a weapon if possible). I certainly won’t lay my own dynamite if there’s another one that could be armed - my charge could better be used with a rifle grenade trained to kill anyone who looks like they might disarm.


But yes, XP-whoring is intently annoying.


(Dies Irae) #7

Well, seems that XP whoring is a plague…

Eg: In Seawall Battery, at the beginning of the map (playing axis). i usually see 5 engineers running to build the mgs, and at the crucial time (when the allies plant a dinamyte) there’s only 1 (sometimes none) enginner. :banghead:

Same with the Siwa Oasis.

Anyway. I found something that might sound weird: After been playing on servers when all the people are xp whoring (engineers, medics, field ops… etc.) i found thats is less common in servers that doesn’t reset the XP points

Good: If the players know that they can play 400000000+ maps to retreive xp points, they ussually try to get the objetive :clap:
And also, if you join it, and found players with 2000+ XP, you know it will not be easy to defeat them. that add some dificulty to the gameplay, making it more interesting and with more challenge :smiley:

Bad: The teams get unbalanced several times

Ugly: The people on the team that have less XP points start crying.

Anyway, i think the XP doesnt show your skills, My team have won several times with much less XP, it’s all about team spirit coordination and skills :drink:


(SenDep7) #8

manny, that wasnt by any chance on our server was it? #technolust?

i seem to remember playing a match similar to that. and i’ve seen you a few times on our server.

my philosophy is always to plant as much dyno as possible so it cant be defused. hell if i take out a few team mates its no big deal, destorying the objective is more important than their lives.
btw, on fueld dump my record is 6 plants at once befor the first one killed me and blew the fuel dump…i think its hilarius when the other team keeps hearing, DYNOMITE PLANTED, DYNOMITE PLANTED, DYNOMITE PLANTED, DYNOMITE PLANTED, DYNOMITE PLANTED, DYNOMITE PLANTED. their engineers must be crapping themselves.

the most i’ve actually seen de-fused by one eng was 4. that was the crazyest thing i’ve ever seen.


(TAngelo) #9

LOL Sen, I definitely know what you mean about planting multiple charges, and indeed it’s one of my favorite things to do in ET as an engineer. I’ve never played on the server you mentioned though (I don’t use the name Manny in ET either). However I think planting multiple charges is only really justified at certain places in the game – for sure at FuelDump and Battery as they’re final objectives. I can still understand engineers planting two or three charges in spots like the tank barriers if the allied team has a tough time, but not at command posts and certainly not in places like the front and side gates at Radar.

Personally I love being the only engineer to reach the gun controls on Battery (with a high XP and a command post built, otherwise it doesn’t work of course) and planting as many charges as possible in a neat pile :blah: :smiley: :cool: First of all it’s great to hear the cheers coming on from your own team who know what you’re doing, and indeed the thought of the enemy engies crapping themselves is pretty swell :wink: I think my record is about seven or eight plants there. Sometimes it’s even funnier if you get shot at that point by an engineer who then starts to defuse. Had that one time at Battery when I’d dumped a motherload of dynos at the controls in a very short time and got taken out by a single axis engineer; I was laying there on the ground with the “deathcam” pointed right at the gun controls. One of the most hilarious moments ever for me in ET was when I saw the other player looking at the field of dynamite in front of him, then whipping out his pliers and trying to defuse. I could only imagine the look on his face.
A good trick btw when planting multiple times is to lay two or three charges without arming – just press the key for dyno again instead of letting the autoswitch to pliers work – and then arming them. That way you’ll have planted two or three charges immediately.


(Warskull) #10

Multiple dynamites is a good thing. I like to plant 2-3 as it makes it harder to defuse them all and your enemy may defuse the wrong one first buying you those 3 seconds you so desperately need. However a lot of that stuff was pretty bad.


(Pamper) #11

Another trick is to drop more dyno than you arm. Drop 2 on top of each other, then drop 1 more in front of it.

Axis engineers can get really confused when they try to “defuse” a dynamite that isn’t even set.


(Rippin Kitten) #12

Heh, that’s the best.

“wtf, this dyno won’t defuse! h4x!”

RK


(Kendle) #13

I’m really beginning to despair about the whole XP thing. I’ve had a shitty weekend playing on standard Campaign servers (after my fav server with ETPro mod and no XP went down cos of the new patch) and the amount of XP whoring that goes on is just appalling.

Gold Rush is one of the worst. There’s so many things to build (and destroy) that Axis and Allied Engys spend the whole game building and blowing up tank barriers rather than attempt to get the Tank to the Bank (or, if they’re Axis, stop it getting to the Bank). I saw an Axis and Allied Engy at the weekend having a personal battle over Truck Barrier #2 before the Tank had even been stolen!

And of course, the number of Covert-Ops is getting completely out of hand. Map after map of 10 v 10 with 7 v 7 of those playing a completely separate game of “who can steal the most uniforms”.

Got so pissed off with ET, XP and XP whoring that I had to go play RTCW this weekend to remind myself what team-work and playing for the objectives is really all about.


(RocketGrrl [SWE]) #14

Some of the things you mention are good tactics and not necessarily point whoring. In RTCW it took a little longer to arm the dynamite so if two engies reached the objective about at the same time it was better to cooperate arming one dyno (perhaps best would be that one covers the other though), I still do that as a reflex. After that it was a good idea to add another dyno to increase the chance of destroying the objective.
Im not sure that these things were on the minds of your teammates though.

However, I find that defusing teammates dynos so you will get the points is the most despicable act of pointwhoring there is. This is one of the times when a TK is acceptable, they are working against the team and could even cause a loss.

I find you story hilarious though, I remember being stalled at the bridge in Fueldump against a team with something like 4 clan teammates+6 normal pub players. After finally clearing the bridgehead and being seconds from reinforcing the bridge I was spammed by arty, meanwhile a teammate had bothered to repair the tank. The bridge wasnt built, the spawnrape went on until there was some 10 min left.


(Pamper) #15

I haven’t played engineer enough to really try this, can anyone tell me if it’s a smart trick?

Suppose you’re an allied engineer whose snuck into an objective like the battery Gun Control. You don’t think Axis knows you’re inside yet, but you’re alone without help for defending. So instead of planting on objective immediately, you put some TNT near the goal, but not close enough to win. Then 12-15 seconds later plant the real one.

This way, the enemy only hears about the 2nd dynamite. But when the engineers come in, this other bomb will be blowing up 15 seconds earlier to kil them.


(Kendle) #16

I don’t think you can plant a 2nd one unless you’re a max’ed out Engy, cos it takes 30 seconds for your bar to re-charge after planting the 1st. But if you can, it could be a good tactic, though I’m not sure how close to the Gun Controls you’d need to plant to avoid warning the Axis you were there, but close enough to kill any Axis Engy coming to defuse the 2nd plant.

As for the planting 2 or more dyno’s…I’d say this is not necessary most of the time, unless the blowing whatever it is up IS the objective, like the Gun Controls on Battery. For instance, I wouldn’t plant more than 1 at the Tank Barriers on Gold Rush cos chances are the 2nd will damage the Tank as it passes over the Barrier that’s just been destroyed by the 1st. Engys that plant a 2nd “just to make sure” are usually XP whores, even if they won’t admit it.

And Engys that moan about another Engy helping to arm his/her plant are also XP whores. Getting the plant armed is more important than who gets the points.

In the early days of RTCW, Engys were often accused of being “points-whores” cos they got loads of points for blowing something up, and you’d often see Engys defusing a team-mates dyno so they could plant their own. It just doesn’t happen in RTCW anymore as it’s a mature game. I can’t wait for ET to get to that point, but I’m seriously beginning to doubt that it will. I’ve said it before and I’ll say it again, in RTCW points are meaningless fluff, but in ET points mean prizes, and that, unfortunately, may ultimately be ET’s downfall.


(Miles Teg) #17

For instance, I wouldn’t plant more than 1 at the Tank Barriers on Gold Rush cos chances are the 2nd will damage the Tank as it passes over the Barrier that’s just been destroyed by the 1st.

I think (and it annoys me intently) that ‘vehicle friendly fire’ is off. So playing as allies your explosions will never damage the tank. The only reason that I can see for this is that it prevents xp-whoring in the form of repeatedly damaging/repairing the tank. But it would be nice if there were an option to turn it off (or maybe there is and I just haven’t been playing on the right servers?).


(Kendle) #18

Come to think of it, you’re right. I was blown up (twice) at the weekend by 2nd plants, but one was whilst walking next to the Tank as it passed over a barrier that had just been destroyed by the 1st plant.

The other time was on Oasis. 2 Allied Engys planted at the Old City Wall, a few seconds apart. The 1st blew the Wall, the 2nd killed about 6 Allies (including me) who then rushed across it.


(fattakin) #19

Im firmly in the more is better camp and i play Engy a lot. Places like the Oasis Wall / Radar front wall definately need 2 Dynas as a lot of the time the engy has snuck through with little backup and there is always a good chance of a defuse.

If the 6 peeps who got killed by the 2nd dyna couldnt wait a few more seconds till it blew then hard luck - everyone has made sacrifices to get to that point, the engys has probably died 15 times trying to get the plant off.

At the same time i fcuking hate XP whore Engys - Defusing tanks barriers when the Tank hasnt been stole and fcuking off to teh back door on Battery before weve even got a uniform / ramp built. Those bastids do my head in and i have to reprimand my own clan mates for doing this!!


(Kendle) #20

It does all depend on map and circumstances of course. I don’t play Engy as much as Medic, but I do play it a lot more than I did in RTCW. This weekend in particular, Allies had taken the flag, and there was no need for the 2nd plant as there was no way Axis were going to defuse. But then I was kicking myself as well cos I can normally judge the speed of the flashing red light and avoid getting blown up, but I didn’t on this occasion and it annoyed me, especially as there was no need for it.

I guess it comes from my RTCW background, where, for instance, you’d never plant more than 1 stick on the Hatch on Assault, but you’d definately plant several (given the chance) on the Comms Tower. On Oasis I’d never advocate more than one on the Wall if Allies have the Flag and can defend it, but I’d certainly plant more than 1 on the Guns, as they’re the end objective.

I’ve seen 3 or 4 sticks go down on Tank Barrier #1 on Gold Rush when the Tank is right there and there’s Allies all over it (i.e., perfectly capable of defending the single stick needed to blow the Barrier).

But Engys aren’t the only XP whores. Cov-Ops are usually the main culprits. Giving them 5xp for a uniform that they’ll lose 2 seconds later as they take on their next opponent is just stupid.

To anyone who doesn’t think they’re an XP whore, I’d challenge them to play on Stopwatch servers for a week or 2 (or better yet Bani’s ETPro mod (when it’s working with the new patch) with XP disabled) then tell me whether they miss their ranks and medals and dual pistols and 1000+ XP, and 6-map Campaigns, etc. If you miss these things then you’re not playing the game for the same reasons I am.