Home
Forum
Search
Login
Register
Account
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email?
November 13, 2024, 10:01:02 pm
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Resources
Leaderboards
Unit Price Lists
Map List
Launcher status:
Players in chat: 1
Battles in progress: 0
Battles waiting: 3
Download the mod from Steam
Join our Discord server
Recent posts
Hello, New guy in the mod
by
LoreneBoll
[
Today
at 09:05:54 pm]
Please don’t open this th...
by
Olazaika1
[November 01, 2024, 12:46:37 pm]
Required age ratings for ...
by
Unkn0wn
[October 05, 2024, 07:29:20 am]
50 minutes cap victory
by
Olazaika1
[September 05, 2024, 01:54:13 pm]
Feedback
by
Olazaika1
[July 16, 2024, 11:30:34 pm]
Anyone here still alive?
by
Olazaika1
[June 22, 2024, 06:49:40 am]
very glad to be signing u...
by
Olazaika1
[March 08, 2024, 12:13:38 am]
EiR:R ACA (Art Credits Ar...
by
Olazaika1
[March 08, 2024, 12:12:54 am]
CoH 3 Old Guard
by
chefarzt
[December 30, 2023, 08:00:58 pm]
KT got buffs, Rug stop hi...
by
LittleJoe
[February 04, 2023, 11:46:41 am]
Awards
2007
Mod of the Year
Editor's Choice
2008
Most Innovative Multiplayer
Nominee
Want to help promote Europe In Ruins? It's as easy as clicking here once a day!
Why?
COH: Europe In Ruins
>
Forum
>
EIR Main Forums
>
Balance & Design
>
Vet Gain Modifiers
Pages: [
1
]
Go Down
Print
Author
Topic: Vet Gain Modifiers (Read 6526 times)
0 Members and 1 Guest are viewing this topic.
acker
EIR Veteran
Posts: 2053
Vet Gain Modifiers
«
on:
July 01, 2009, 09:10:27 pm »
Vet gain should be modified by the level discrepancy between two teams.
0-1 level difference: 100% EXP to both teams.
2 level difference: 90% EXP to higher team, 120% to lower team.
3 level difference: 70% to higher team, 140% to lower team.
4 level difference: 50% to higher team, 160% to lower team.
5-level difference: 30%/200%.
6-level difference: 10%/230%.
7-level difference: 10%/300% (the chance of this happening is just not likely)
Numbers can, of course, be modified. One can enjoy playing on one's friend's team all you want, one can enjoy playing against skilled players as well. Just don't expect to get much out of utterly owning newbs besides gaming satisfaction.
And, since rank isn't related to skill level (just look at me, 1:2 win:loss), you'll still get to own bad players now and then. Those that
didn't
learn to stay out of stacked games, of course.
«
Last Edit: July 01, 2009, 09:13:38 pm by acker
»
Logged
Piotrskivich
EIR Veteran
Posts: 542
Re: Vet Gain Modifiers
«
Reply #1 on:
July 01, 2009, 09:13:37 pm »
Maybe getting less vet for fighting noobs would be cool but don't make it so noobs get MORE than normal. People would make new accounts, fight high levels and get vets instantly.
Logged
acker
EIR Veteran
Posts: 2053
Re: Vet Gain Modifiers
«
Reply #2 on:
July 01, 2009, 09:16:34 pm »
Quote from: Piotrskivich on July 01, 2009, 09:13:37 pm
Maybe getting less vet for fighting noobs would be cool but don't make it so noobs get MORE than normal. People would make new accounts, fight high levels and get vets instantly.
I put that in to counteract the massive vet loss most experienced players get when fighting with newbs in stacked games. I know for one that Pak88 absolutely refuses to fight with newbs in stacked games for fear of feeding his enemy vet, and for losing vetted units. And, currently, his actions are completely understandable, the unit loss avoidance thing isn't foolproof at all.
It's just there to encourage vets to play more openly with newbs. Though I suppose the vet gain could be moved down.
Logged
31stPzGren
EIR Veteran
Posts: 455
Re: Vet Gain Modifiers
«
Reply #3 on:
July 01, 2009, 09:20:33 pm »
Quote from: Piotrskivich on July 01, 2009, 09:13:37 pm
Maybe getting less vet for fighting noobs would be cool but don't make it so noobs get MORE than normal. People would make new accounts, fight high levels and get vets instantly.
As Piotr said, this would benefit smurfing significantly.
What is to prevent people from setting up gimmick companies and semi-suiciding everything at high ranked players (not necessarily pro players) to get veterancy fast?
The fact that you don't lose veterancy is pretty good already and veterancy is only gained from actually killing units.
Perhaps a better way, is to provide an advantage as a modifier that the newbie's troops will gain more experience like a 1.5x or 2x modifier. This can be similar to how you purchase recon run/smoke/supply drop.
Logged
31stPzGren
EIR Veteran
Posts: 455
Re: Vet Gain Modifiers
«
Reply #4 on:
July 01, 2009, 09:23:39 pm »
Quote from: acker on July 01, 2009, 09:16:34 pm
I put that in to counteract the massive vet loss most experienced players get when fighting with newbs in stacked games. I know for one that Pak88 absolutely refuses to fight with newbs in stacked games for fear of feeding his enemy vet, and for losing vetted units. And, currently, his actions are completely understandable, the unit loss avoidance thing isn't foolproof at all.
Quite unjustifiable. I've advocated for a long time about making vet easier to obtain to reduce stacking and promote game playing. Part of the issue is that, imagine you take 10-20+ games to get your vet 2 unit (nearly vet 3)... which died in a stacked game.
That would be highly unpleasant. Of course the mechanics now has changed from back then, where winning battles will net you extra experience as well as certain doctrine benefits, which could contribute to making a vet army much easier.
All-in-all, discouraging stacked games or rather, promoting amount of games played is about introducing "soft" policies which are beneficial to both sides.
Logged
acker
EIR Veteran
Posts: 2053
Re: Vet Gain Modifiers
«
Reply #5 on:
July 01, 2009, 09:28:49 pm »
Quote from: 31stPzGren on July 01, 2009, 09:20:33 pm
What is to prevent people from setting up gimmick companies and semi-suiciding everything at high ranked players (not necessarily pro players) to get veterancy fast?
I've been thinking about this. The devs definitely have ways to separate smurfs and IP addresses, and my idea revolves around that.
But, failing that, semi-smurf account would still rank up really, really quickly. They could get a crapload of vet quickly, but they'd end up at high levels quickly as well...which is kinda self-defeating. And most of the people who would bother doing crap like this really, really hate to lose; they'd rank up even faster.
A better method would probably involve more modest EXP boosts, but drastically increase the chances of a unit surviving the game as rank discrepancies increase. Right now, vet survival caps out at around 30% or so, it should go up by a ton as ranks get further and further apart. Maybe even complete immunity at 4/5-rank discrepancy (dead units still don't keep the vet they earned that game, though).
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Gain Modifiers
«
Reply #6 on:
July 01, 2009, 09:29:44 pm »
So wouldn't this just encourage smurfing to vet hunt?
Logged
.
.
.
.
.
.
.
.
.
.
.
31stPzGren
EIR Veteran
Posts: 455
Re: Vet Gain Modifiers
«
Reply #7 on:
July 01, 2009, 09:32:59 pm »
Quote from: acker on July 01, 2009, 09:28:49 pm
A better method would probably involve more modest EXP boosts, but drastically increase the chances of a unit surviving the game as rank discrepancies increase. Right now, vet survival caps out at around 30% or so, it should go up by a ton as ranks get further and further apart. Maybe even complete immunity at 4/5-rank discrepancy (dead units still don't keep the vet they earned that game, though).
Thats a much better suggestion. You should flesh out the idea more.
Quote from: AmPM on July 01, 2009, 09:29:44 pm
So wouldn't this just encourage smurfing to vet hunt?
Unjustifiable. Vet is already quite easy to obtain and as also mentioned in the other thread, there are a certain bunch of players out to vet farm exclusively anyway.
Vet is no longer that much of a "treasured" commodity in its rarity but it still gives a large advantage to those who possess it.
Logged
acker
EIR Veteran
Posts: 2053
Re: Vet Gain Modifiers
«
Reply #8 on:
July 01, 2009, 09:34:25 pm »
Quote from: 31stPzGren on July 01, 2009, 09:23:39 pm
Quote from: acker on July 01, 2009, 09:16:34 pm
I put that in to counteract the massive vet loss most experienced players get when fighting with newbs in stacked games. I know for one that Pak88 absolutely refuses to fight with newbs in stacked games for fear of feeding his enemy vet, and for losing vetted units. And, currently, his actions are completely understandable, the unit loss avoidance thing isn't foolproof at all.
Quite unjustifiable. I've advocated for a long time about making vet easier to obtain to reduce stacking and promote game playing. Part of the issue is that, imagine you take 10-20+ games to get your vet 2 unit (nearly vet 3)... which died in a stacked game.
That would be highly unpleasant. Of course the mechanics now has changed from back then, where winning battles will net you extra experience as well as certain doctrine benefits, which could contribute to making a vet army much easier.
All-in-all, discouraging stacked games or rather, promoting amount of games played is about introducing "soft" policies which are beneficial to both sides.
Where did I say it was justifiable? No, I said it was
understandable
. Pak
still
went further than quite a few skilled players do, I've actually seen him play in completely stacked games (I haven't seen him do so in the last few days, though). His allied account has a win:loss ratio of 1:(.9-.75) or so because of it.
He might be bad-mannered, but at least he
tried
.
«
Last Edit: July 01, 2009, 09:36:28 pm by acker
»
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Gain Modifiers
«
Reply #9 on:
July 01, 2009, 09:37:32 pm »
What I am saying, is that wouldn't it then be even more profitable to vet hunt with a new company vs experienced players? They already gain almost nothing for playing you, then they get less vet for killing your men. All you have to do is focus on killing vet and risk noting while gaining more.
Vet units should be encouraged to be used, not made into a penalty.
People seem to think a new player should be on par with an older account, without skill having to factor in.
Guess what, its a level based system, your green units SHOULD get wiped by a group of veterans who have seen many many battles.
Stop being a carebear, and learn to play.
Vet does not win games, take Acker for instance, even with vet he isn't going to be as good as some others. Hell I'd give Smokaz a good chance of killing anyone with a brand new company vs vets.
You want to win games consistently? Get better, and don't play with idiots.
Logged
acker
EIR Veteran
Posts: 2053
Re: Vet Gain Modifiers
«
Reply #10 on:
July 01, 2009, 09:43:48 pm »
Quote from: AmPM on July 01, 2009, 09:37:32 pm
What I am saying, is that wouldn't it then be even more profitable to vet hunt with a new company vs experienced players? They already gain almost nothing for playing you, then they get less vet for killing your men. All you have to do is focus on killing vet and risk noting while gaining more.
...
Vet does not win games, take Acker for instance, even with vet he isn't going to be as good as some others. Hell I'd give Smokaz a good chance of killing anyone with a brand new company vs vets.
...In which case, the burden of dodging lies on the more-experienced player. Which is still a better system than right now, where the newb must dodge. PzGren probably has a better idea of what he wants to say, though.
Quote from: AmPM on July 01, 2009, 09:37:32 pm
Vet does not win games, take Acker for instance, even with vet he isn't going to be as good as some others. Hell I'd give Smokaz a good chance of killing anyone with a brand new company vs vets.
An excellent idea, to look at me. I play the majority of my games with newb/unskilled companions, I lose two games for every one I win, and I
still
manage to vet up my units. If
I
can retain vets with newb companions against skilled rank7/8s (who, incidentally, routinely hunt down my vets), than
skilled players
can retain vets against
rank 1
vet hunting companies.
Go ahead and play, you already know how. Just don't assume you'll be able to get stuff out of annihilating newb companies.
«
Last Edit: July 01, 2009, 09:49:29 pm by acker
»
Logged
AmPM
Community Mapper
Posts: 7978
Re: Vet Gain Modifiers
«
Reply #11 on:
July 01, 2009, 10:03:20 pm »
What they need is a penalty to vet for losing games.
Logged
salan
Synergies TL2 mod!
Posts: 6290
Re: Vet Gain Modifiers
«
Reply #12 on:
July 01, 2009, 10:07:49 pm »
Quote from: acker on July 01, 2009, 09:10:27 pm
Vet gain should be modified by the level discrepancy between two teams.
0-1 level difference: 100% EXP to both teams.
2 level difference: 90% EXP to higher team, 120% to lower team.
3 level difference: 70% to higher team, 140% to lower team.
4 level difference: 50% to higher team, 160% to lower team.
5-level difference: 30%/200%.
6-level difference: 10%/230%.
7-level difference: 10%/300% (the chance of this happening is just not likely)
Numbers can, of course, be modified. One can enjoy playing on one's friend's team all you want, one can enjoy playing against skilled players as well. Just don't expect to get much out of utterly owning newbs besides gaming satisfaction.
And, since rank isn't related to skill level (just look at me, 1:2 win:loss), you'll still get to own bad players now and then. Those that
didn't
learn to stay out of stacked games, of course.
when we first were designing the system this is something we talked about, it kinda went to the wayside as we wanted to see the rest fullfilled, who knows if it will come back or not now though. mmm
Logged
www.synergiesmod.com
acker
EIR Veteran
Posts: 2053
Re: Vet Gain Modifiers
«
Reply #13 on:
July 01, 2009, 10:10:48 pm »
Quote from: salan on July 01, 2009, 10:07:49 pm
Quote from: acker on July 01, 2009, 09:10:27 pm
Vet gain should be modified by the level discrepancy between two teams.
0-1 level difference: 100% EXP to both teams.
2 level difference: 90% EXP to higher team, 120% to lower team.
3 level difference: 70% to higher team, 140% to lower team.
4 level difference: 50% to higher team, 160% to lower team.
5-level difference: 30%/200%.
6-level difference: 10%/230%.
7-level difference: 10%/300% (the chance of this happening is just not likely)
Numbers can, of course, be modified. One can enjoy playing on one's friend's team all you want, one can enjoy playing against skilled players as well. Just don't expect to get much out of utterly owning newbs besides gaming satisfaction.
And, since rank isn't related to skill level (just look at me, 1:2 win:loss), you'll still get to own bad players now and then. Those that
didn't
learn to stay out of stacked games, of course.
when we first were designing the system this is something we talked about, it kinda went to the wayside as we wanted to see the rest fullfilled, who knows if it will come back or not now though. mmm
Thanks. I just wanted to know if the devs were considering this. If they are, then that's that. Though I now think that vet protection is probably better than vet modifiers.
I'm having a hard time thinking of a good system that doesn't involve IP tracking, though.
Logged
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: Vet Gain Modifiers
«
Reply #14 on:
July 01, 2009, 10:15:09 pm »
Why is it not possible to implement the relic automatch type ladder system?
Levels 1-20, and the highest level profile that you have is locked into place, cant be removed/deleted/ etc., and all the experience modifiers are judged from that base profile.
You can smurf all you want, but the exp will still be adjested accordingly unless your fighting someone who also has a base profile that level.
The only way you get around a system like this to buy a whole new CD key. We wouldnt introduce any new problem that we already have from good players wiping accounts/farming vet/ etc.
PP system wouldnt be touched of course, so if you did want to restart, you can still unlock your doctrines the same.
Logged
Latest Shoutcast:
EIRR Groundcast 11
"The Super Dev Showdown!!"
http://www.youtube.com/watch?v=IOGm79rXWhU
(full version)
CrazyWR
EIR Veteran
Posts: 3616
Re: Vet Gain Modifiers
«
Reply #15 on:
July 01, 2009, 10:48:50 pm »
Quote from: AmPM on July 01, 2009, 10:03:20 pm
What they need is a penalty to vet for losing games.
...wait, what? Wouldn't this encourage stomping EVEN MORE?
Logged
Quote from: Ununoctium on September 03, 2009, 07:45:25 am
1. New tactics? it's like JAWS, first one in the water dies
Quote from: jackmccrack on February 09, 2012, 12:47:54 pm
RCA-land where shells fall like raindrops and the Captain is an invincible god
AmPM
Community Mapper
Posts: 7978
Re: Vet Gain Modifiers
«
Reply #16 on:
July 01, 2009, 11:11:59 pm »
Because to do that, they would have to track IPs, and even that wont work.
Logged
Pages: [
1
]
Go Up
Print
Jump to:
Please select a destination:
-----------------------------
News & Introductions
-----------------------------
=> Updates & Announcements
=> EIR Boot Camp
===> In Other Languages
=====> In Chinese
=====> In German
=====> In Spanish
=====> In Polish
=====> In French
=====> In Norwegian
=> New Players
-----------------------------
EIR Main Forums
-----------------------------
=> General Discussion
=> Tactics & Strategy
=> Balance & Design
=> Broadcasts & Replays
=> Projects & Mapping
=> Technical Support
===> Bug Reporting
-----------------------------
General Forums
-----------------------------
=> General Discussion
=> Other Games
TinyPortal v1.0 beta 4 ©
Bloc
Loading...