According to Splash, they will be using two systems simultaneously, as I suggested, so there is still value in xp. I don't see any way of improving the xp formula, there will always be a way to get non-legit xp gains, there isn't much you can do. No XP caps please.Yes indeed , there will be 2 different trackers system , the one we have actually will remains the same , maybe some stuff could be changed .
and the new one we are trying to do. Both will have their own system and will be independent.
We decided to do it that way because not all ppl are interested to get ranked based on frags/damages.
As for the frag formula, unfortunately the different damage and accuracy of weapons throws off calculations considerably. The only place we could really nerf weapons individually is if we multiply their shot count by a factor (or divide hit count - same effect). Also, I just realized the damage received might be too small when divided by time and hits together. Too busy to look into this further right now, been much to busy lately.
Also, to correct some embarrassingly bad math on my part, you could not have to factor time into the original formula, because everything affected is divided by it anyway really. Taking out the time factor and doing some simplification, giriel's last formula is:
Code:(Damage_Given * ((Hits / Shots) + (Headshots / Hits))) - (Damage_Received / Hits)
 



 
			
			 
			


 
					
					
					
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