Ok, I think I've got it. In-game leveling per game

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nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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I think this works out the balance and cash issues.

Everyone starts at lvl 0. The leveling requirements are scaled way down.

For example

.....................permanent........in game leveling
The Medic healing
1....................250................100
2....................750................400
3....................4000..............1000
4....................12k................1500
5....................25k................2000
6....................100k..............3000

Something like that.

Firebug damage
1....................25k................750
2....................100k..............1250
3....................500k..............2000
4....................1.5M..............3000
5....................3.5M..............4000
6....................5.5M..............5000

Support damage
1....................25k................1k
2....................100k..............2k
3....................500k..............3.5k
4....................1.5M..............5k
5....................3.5M..............7k
6....................5.5M..............9k

and so on.

The above level suggestions are really just guesses with very little thought about the actual levels. The requirements I am thinking of are if a player plays a single game all of the way through, he should get to lvl 5 75% of the time. If the player busts ***, they can get lvl 6.

I think this solves the balance issue because everyone starts at lvl 0 and so the weapons they can afford for the early levels aren't overpowered.

I think this solves the cash problem because players have to start at the bottom and trade weapons every 2 or 3 waves. Players also don't immediately receive the 50%+ discount for weapons.

I think this solves the overpowered weapon issue because the players are leveling as they can afford new weapons but they have the low bonuses on the low levels.

This also solves the problem of people choosing the best lvl 6 for that particular wave and buying the perfect loadout each time as well.

Comments & suggestions?
 
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[UIT] Akame

FNG / Fresh Meat
May 5, 2009
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My own personal hell
Though it is not quite like this, using the per-server perks and setting the perks file to read-only will get a similar effect. Although I haven't looked though the code, you probably could modify the values for leveling up.

Unfortunately the levels would reset whenever the server is rebooted (since the perk file is in memory prior). Again, depending on how the code was written, you probably could modify the code to close the file and re-open it, thus wiping the file.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
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If you die one time, if people steal your kills or if you join a game on a late wave, you'd be screwed.
There would be 1 level 6 dip and if he dies, the whole team is toast.
Said dip would most likely be a demo because those excel at leveling up like no tomorrow and stealing kills.
 
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nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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Em... Beginner and normal diffucult solve this?
Or maybe you mean weapon cheap for lower perk level because they are not overpowered?

I don't understand your point.



Though it is not quite like this, using the per-server perks and setting the perks file to read-only will get a similar effect. Although I haven't looked though the code, you probably could modify the values for leveling up.

Unfortunately the levels would reset whenever the server is rebooted (since the perk file is in memory prior). Again, depending on how the code was written, you probably could modify the code to close the file and re-open it, thus wiping the file.

I'm talking about leveling per game. Everyone starts out at level 0 each game.



If you die one time, if people steal your kills or if you join a game on a late wave, you'd be screwed.
There would be 1 level 6 dip and if he dies, the whole team is toast.
Said dip would most likely be a demo because those excel at leveling up like no tomorrow and stealing kills.

Dying once wouldn't be that big of a deal. It would most likely prevent someone from getting to lvl 6, but there shouldn't be any reason why they wouldn't have a chance to get to lvl 5. I don't believe in kill stealing. I think everyone should kill every specimen as far away as possible (with the exception of being a douche). If someone joined late, 8 or later, then they probably wouldn't get past lvl 2.

However, I just played reset perks on Foundry on hard as support and I survived and I killed patty. I did automated welding the night before so welding wouldn't hold back my perk level. So an experience player as lvl 2 or 3 on hard is still an effective player.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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Quake Wars: Enemy Territory worked like this. Now their servers are down and hardly anyone plays.

Very very few QW:ET servers worked like that. Very few. I can specifically remember one server like that. The vast majority had persistant stats.

I think the big reason why most of the servers are down is the game is over 3 years old.
 

Vaecrius

FNG / Fresh Meat
Aug 2, 2010
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members.shaw.ca
Very very few QW:ET servers worked like that. Very few. I can specifically remember one server like that. The vast majority had persistant stats.
I can't help but wonder if there was a reason for that.

I like the suggestion because it favours in-game skill over seniority, but like 9_6 said this can result in some terrible unbalancing midgame.
 
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nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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I can't help but wonder if there was a reason for that.

The reason is QW:ET was PvP game.

I like the suggestion because it favours in-game skill over seniority, but like 9_6 said this can result in some terrible unbalancing midgame.

I just don't understand how it is unbalanced. This would obviously be a mutator so the player doesn't have to join the server if he doesn't want to. And if he does, who cares if he happens to join a game with 2 waves left. Either scratch out a fight or go to another server.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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do not want.

good luck getting more than a couple thousand heal points in one game >_>

nutterbutter "The above level suggestions are really just guesses with very little thought about the actual levels. The requirements I am thinking of are if a player plays a single game all of the way through, he should get to lvl 5 75% of the time. If the player busts ***, they can get lvl 6."
 

Salad Snake

FNG / Fresh Meat
Aug 2, 2010
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As much as I HATE persistent stats and having to unlock abilities and weapons in PvP games (ala Modern Warfail, that combined with poor weapon balance creates a system that hobbles new players no matter their prior FPS skill level), I see no problem with making your character more powerful in a Co-op game, and personally the perk system is a large part of what keeps things interesting for me.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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Well, that's good, but I don't see the point of suggesting a mutator that likely won't really be used. You said yourself that the QW: ET servers that didn't have persistent stats were very few.

Sigh. "The reason is QW:ET was PvP game." Another reason was the perks were much more difficult to achieve than KF's.
 

Deafmute

FNG / Fresh Meat
Oct 22, 2009
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knee deep in pussy.
Sigh. "The reason is QW:ET was PvP game." Another reason was the perks were much more difficult to achieve than KF's.

Fair enough, but your system still doesn't sound like it'd be much fun nor widely used. Besides, how would the difficulty work with this levelling system? You can't start at Suicidal as a level 0 perk, and in order to stand a chance on anything above Normal you'd have to start as level 4-5. Then what? Gain one to two levels every game? Or would there just be one static difficulty? Then as you progressed in level, the specimens would become too easy and it'd just be a slaughterfest. Either way, boring.
 

nutterbutter

FNG / Fresh Meat
Feb 8, 2010
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Fair enough, but your system still doesn't sound like it'd be much fun nor widely used. Besides, how would the difficulty work with this levelling system? You can't start at Suicidal as a level 0 perk, and in order to stand a chance on anything above Normal you'd have to start as level 4-5. Then what? Gain one to two levels every game?

Why can't someone start suicidal as lvl 0? Anyway, why does a mutator have to be be played on suicidal for it to be fun? Ever play WTF with 30 people on suicidal?

As for any chance above normal requiring level 4 or 5, "However, I just played reset perks on Foundry on hard as support and I survived and I killed patty. I did automated welding the night before so welding wouldn't hold back my perk level. So an experience player as lvl 2 or 3 on hard is still an effective player."

Gain one or two level every game? " The requirements I am thinking of are if a player plays a single game all of the way through, he should get to lvl 5 75% of the time. If the player busts ***, they can get lvl 6."

Or would there just be one static difficulty? Then as you progressed in level, the specimens would become too easy and it'd just be a slaughterfest. Either way, boring.

That is the situation now. Overpowered perks + overpowered weapons + too much cash + too much ammo = too easy even on suicidal.