/kill nerfing
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/kill nerfing
I've implemented the following system in etpro 2.1 to discourage cheesy use of /kill:
Damage you inflict on enemies is tracked. If they /kill themselves right in the middle of a firefight with you, you get awarded XP and a kill based on the weapon used to inflict the damage, and the % of damage you inflicted on that player vs how much was required to kill them (their maxhealth).
It is scaled like this:
>75% = full XP
33% - 75% = 2/3 XP
<33% = ~1/3 XP
If you get killed, you lose your damage credits.
If more than 5 seconds elapses from your last inflicted damage on that player, you lose your damage credit.
Basically this is intended to discourage players who /kill in the middle of a firefight in order to 'cheat the enemy out of XP'.
It doesn't prevent the anyone from using it, but it does take a lot of the incentive away.
if anyone can think of ways to exploit this or explain how it is unfair, please do.
Damage you inflict on enemies is tracked. If they /kill themselves right in the middle of a firefight with you, you get awarded XP and a kill based on the weapon used to inflict the damage, and the % of damage you inflicted on that player vs how much was required to kill them (their maxhealth).
It is scaled like this:
>75% = full XP
33% - 75% = 2/3 XP
<33% = ~1/3 XP
If you get killed, you lose your damage credits.
If more than 5 seconds elapses from your last inflicted damage on that player, you lose your damage credit.
Basically this is intended to discourage players who /kill in the middle of a firefight in order to 'cheat the enemy out of XP'.
It doesn't prevent the anyone from using it, but it does take a lot of the incentive away.
if anyone can think of ways to exploit this or explain how it is unfair, please do.
Last edited by bani on Thu Feb 19, 2004 3:41 pm, edited 2 times in total.
- Majikthise
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There are still lots of people who do it to have a more "impressive" kill/death ratio. I saw some guy with a 48/4 K/D ratio on a server, simply because he would constantly /kill himself to keep from ever getting a kill counted against him. It may seem impressive at first glace, but when you know -why- it's such a high ratio, it's just plain pathetic.
With the new /kill nerfing, ensuring that the /killer recieves a kill against them is just as important as giving XP to the potential killer.
With the new /kill nerfing, ensuring that the /killer recieves a kill against them is just as important as giving XP to the potential killer.
Sorry, I neglected to highlight the key word in that sentence,dA*Rogue wrote:In my experience they do - ie. to deny panzer ability to level up, etc.In my experience people don't /kill just to deny their opponent XP
"In my experience people don't /kill JUST to deny their opponent XP"
Of course they do it to deny XP, although I don't see it much personally, but then I play on ETPro Stopwatch servers populated mostly by Clan players, who are more concerned with their K/D ratios than their, or anyone else's, XP. If /kill is nerfed simply to address the XP issue it won't stop people abusing /kill. Bani needs to make /kill count as a death for the person using it (rather than a suicide), and maybe, if full XP is to be awarded to the killer, award him/her a kill as well.
- KingJackaL
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- Joined: Thu Jan 08, 2004 3:47 pm
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The only problem with this system ( and it's not easily fixable ) is the panzer /kill issue - players /killing on enemy panzers when they come barreling around a corner with a high pitched wailing sound.
....because panzers rarely if ever do any damage to the /kill'ing player - and the attempted panzer kill is often along a spawn-exit route, so that player normally hasn't recieved any damage from anyone in that life.
People /kill'ing when I'm panzer is just about the only time I've had people /kill on me - so it's a pretty major hole. But like I say, it's not easily fixable... ( predict from movement of every panzer rocket whether it would have killed somebody - and whether they /kill'd just before the panzer would have hit... )
....because panzers rarely if ever do any damage to the /kill'ing player - and the attempted panzer kill is often along a spawn-exit route, so that player normally hasn't recieved any damage from anyone in that life.
People /kill'ing when I'm panzer is just about the only time I've had people /kill on me - so it's a pretty major hole. But like I say, it's not easily fixable... ( predict from movement of every panzer rocket whether it would have killed somebody - and whether they /kill'd just before the panzer would have hit... )