Get rid of the whitelist: new xp system.

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Fedorov

FNG / Fresh Meat
Dec 8, 2005
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Ok, here is the thing, the white list, we all know, is a lesser evil needed to avoid a greater one.

The idea consist of having a pre-defined hard set maximum of damage/headshots/stalkers/whatever achievable in each round. Beyond that point, the xp is not counting.

Also, each round will have to last a minimum amount of time necessary, or else, the xp would be reverted back to how it was before that round.

How does that sound?

I think it can't be exploited if that was the way. But voice your opinions on it, and add ideas if you think it can be improved.
 
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Benjamin

Grizzled Veteran
May 17, 2009
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I think this could be a good idea, apart from the minimum amount of time thing since I don't really think that could be reasonably implemented.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
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I think this could be a good idea, apart from the minimum amount of time thing since I don't really think that could be reasonably implemented.

the idea behind the minimum ammount of time is not to have smart asses that make a map that spawn all zeds of a wave at the same time in a box, and end all the waves in an instant.

It may give a false positive here and there, but if balanced right, it shouldn't be noticeable.
 
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[UIT] Akame

FNG / Fresh Meat
May 5, 2009
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My own personal hell
It would not work correctly with most of the older mission maps and would not stop glitched where the player is unreachable. A better solution would be checking time and change in requirements, but all this would do is make another particular way of cheating more popular and slightly more difficult.
 

SIMOX

FNG / Fresh Meat
Jun 16, 2010
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Doesn't sound good at all for me. U mean that you could level on any map created by the player only if it meets those requirements? What if i put player start where they couldn't reach me, and then kill them all. I guess it would meet those requirements right?

Srsly i don't understand why would you need that new system. Because there would be a lot cheaters out there.

I don't think this system would work anyway, because there is a lot of ways how to avoid it. And even if u add more requirements, then the whole surviving idea will be destroyed because you will try to meet those requirements.

Sorry but i don't see this as a well functioning system.
 

Benjamin

Grizzled Veteran
May 17, 2009
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Alone this system wouldn't be sufficient, you'd still need to implement a system where the game checks if players are unreachable by specimens, and after a threshold is reached perk progressing could be disabled for the rest of the map or something to that effect. It's not perfect but it's certainly feasible. Of course, there's nothing to stop someone from making a really easy map - but who cares? It's not a competitive game, if people want to grind on crappy easy maps let them. At least we can make it more arduous for them with such systems in place.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
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unreachable?, yes, but they would have to keep playing it and get bored for hours and hours, because it would take the
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
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Sheffield, England
I think 1 major problem is this does punish legit players as well.

It's virtually identical to Valves anti idle system where a player can only get a maximum of about 9 drops each week. This does indeed make idling inefficient, however as a legitimate player myself I constantly hit my limit and cannot earn items until the next week.

Not so bad when I'm working all week, but if I get a week off work it is very annoying, as I meet my limit in maybe 1 or 2 days.

The other major issue is where do you put your limits? Say 15 minutes game time to earn the rewards? What if someone joins the game late? Suddenly their progress doesn't count. Also it doesn't prevent the issue. 10 minutes in KF levelling is still very productive, alot more than just regular game time. All you do is play up to the limit, then reset map and your off again.

I'd say no, I like the line of thought behind it, but I think it creates more problems than it solves. The current system is more preferable, and even if TWI give up support tommorow and stop updating the whitelist, its not like the Whitelist is small, there are plenty of maps people can happily play and earn points.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
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The other major issue is where do you put your limits? Say 15 minutes game time to earn the rewards? What if someone joins the game late? Suddenly their progress doesn't count. Also it doesn't prevent the issue. 10 minutes in KF levelling is still very productive, alot more than just regular game time. All you do is play up to the limit, then reset map and your off again.

I'd say no, I like the line of thought behind it, but I think it creates more problems than it solves. The current system is more preferable, and even if TWI give up support tommorow and stop updating the whitelist, its not like the Whitelist is small, there are plenty of maps people can happily play and earn points.

Its all a matter of how is implemented and tuned.

The time limit should be balanced per wave, not individually each player. If your team completes the wave too soon, it wont count for anyone in the team, but the spawn rate of legit maps should prevent it from happening in those maps.

Each player would have his own damage limit in each wave, and that limit should be set to what a good player usually earns in a legit map (taking the n
 
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Olivier

Grizzled Veteran
Jan 19, 2010
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Well you are leveling for every wave completed? Or maybe i misread, but if the map has triggers that kills the zeds while you are at an unreachable spot, you could let the game level for you
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
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Well you are leveling for every wave completed? Or maybe i misread, but if the map has triggers that kills the zeds while you are at an unreachable spot, you could let the game level for you

no, you have to kill them yourself, but there are limitations to how much of that damage(and other things) actually get registered.

For example:

First wave in suicidal for 1 player: in that setting, you can only register a maximum of 30 headshots, 0 stalkers(obviously), 8.000 points of damage... and the wave should at least take 2,5 minutes before the next wave, or the changes will be reverted back to the levels before the wave.

PS: I made up the values, the thing should be tested to avoid false positives of exploitation.
 
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Yin

FNG / Fresh Meat
Mar 17, 2010
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Doesn't really matter. On suicidal, you can tell pretty quickly who perk grinded and who didn't.

^ This.

I don't like cheating but it doesn't really affect anyone whether someone has a level 6 perk or not, there's even legit level 6 players who aren't very good too. If cheating them and playing with high level perks makes them happy, enjoy the game more and keep them playing the game, I guess it's "acceptable" not something I support though. This new whitelist idea will also cause alot more trouble then the current one, it doesn't seem very thought out, zed gets stuck, stretches the wave over the max time and we get no XP? Hrm...
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
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This new whitelist idea will also cause alot more trouble then the current one, it doesn't seem very thought out, zed gets stuck, stretches the wave over the max time and we get no XP? Hrm...

this is a very rare occurrence, so what if it happens once? is not like the universe is going to end.
 

Nin

Active member
Dec 29, 2009
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Perhaps I'm reading this wrong, but I think this would be terrible for people who are terrible at this game/constantly play in bad pubs.