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#1 |
![]() Join Date: Feb 2009
Reputation: 1375
Posts: 2,611
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Weapon Level Idea
Here is my proposal for weapon levels should they gain a purpose in TF2.
Here is an example App for the system: http://tf2app.com/levelsystem/ As you can see from the example, every time you refresh the page you will be given a random weapon level and some random weapon specs to go with it. In my example case, i have presented a generic shotgun. With my level system, two weapons with the same levels will not have the same weapon specs. In this system, the weapon level only decides to what degree the weapon specs can randomly change. See the details at the bottom of the App to see what is happening to the specs. The algorithm first gives each weapon spec a random buff or a nerf to a degree based on the weapon level. After the process is finished, you are given two specs that are buffed and two that are nerfed. However, each weapon spec was changed by a random amount so ultimately you end up with a weapon that is either OP or UP. To counter this, the algorithm then goes back and determines to what percentage the weapon is OP or UP. It will then evenly deduct the percentage difference from the imbalanced side so that there is an equal distribution of change. Lastly, in most cases some specs will be less important than others. In this case, rate of fire is probably less of an issue than firepower. For example, when rate of fire is affected, an additional 1% change is added to make the difference more balanced. On a side note, i am rounding to 2 decimal points - This may sometimes cause a very very slight imbalance of specs. ------------------------------------------------------- This is the most dramatic one i found after a lot of refreshes: Regular Shotgun:
Level 99 Shotgun:
Details
------------------------------------------------------- TL;DR Just go to the link at the top. ------------------- See all my other ideas: http://forums.steampowered.com/forum...d.php?t=833120 Last edited by Pebr: 09-25-2009 at 03:06 AM. |
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#2 |
![]() Join Date: Dec 2008
Reputation: 1
Posts: 43
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They should never serve any purpose. In gameplay or aesthetics. It would absolutely ruin the game.
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#3 |
![]() Join Date: Dec 2008
Reputation: 9
Posts: 232
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Item levels in PvP RPGs never work unless they have player looting too. I can't see why it would do any different here.
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#4 |
![]() Join Date: Dec 2008
Reputation: 1
Posts: 43
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Yes. But TF2 is competitive FPS (we can debate this point in one of the other thousand threads about "lol competitive TF2", thanks.) where each team has a reasonably equal chance of winning in the long-term if the skill levels are the same. Unlocks already throw this off because players on one team might have more options than the other players. Multiplying the number of unlockables by nearly one hundred obviously mucks all of this up even more. Even if the differences are subtle and hardly noticeable, not every player will get access to the weapon at the level of their choosing. It could literally take thousands of hours to get a weapon at a specific level. This is not a MMORPG.
In short: No, never, absolutely not, terribad idea, would ruin TF2, would ruin the planet, would bring about a real zombie apocalypse, nein, would screw up competitive play even more, it should never happen ever, thumbs down, one-star idea, would cause kittens to die, et cetera. |
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#5 | |
![]() Join Date: Nov 2006
Reputation: 157
Posts: 3,986
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Quote:
I for one have been hoping for this for a long time. Hence there have been a couple threads on this topic already....if you catch my drift. |
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#6 |
![]() Join Date: Jan 2008
Reputation: 181
Posts: 2,418
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Your idea is plausible.
I'm personally very interested in what Valve is going to do. |
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#7 |
![]() Join Date: Feb 2008
Reputation: 9
Posts: 347
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Sorry, but I'd have to go with Rem. If I see a Soldier with a shotgun, I want to know precisely what range of damage he could potentially do to me, learning this from experiencing it through playing matches. Unknown variables (as in, I don't know the level of the weapon my opponent is using) will strike an unneccicary and unfair blow to the game built around having everything in balance.
No thanks. |
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#8 |
![]() Join Date: Feb 2009
Reputation: 1375
Posts: 2,611
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Ok, first, if the weapon levels are going to do nothing, they need to go. There's nothing more pointless than the system we have now with meaningless level numbers.
Yes, this isn't an MMPORG - And it wouldn't be any more of one whether this weapon level idea was implemented or not. About "knowing" precisely what each weapon is going to do - To begin with, once you get killed by someone, you do know exactly what they can do to you when you see what you weapon they were holding. Second, these weapon variations are very very small. It's hardly going to make any significant impact on you as a player. You can expect that shotgun to behave almost exactly the same way as a regular shotgun. As i noted in my OP, any particular spec that could make the weapon OP or too diverse will have restrictions applied to it. I'm not sure why people are so afraid of some changes that are this minimal that often won't even be noticed. this idea simply gives weapon levels a tiny purpose rather than being meaningless and confusing. So a rocket launcher has an extra 1% damage and 1% slower reloading - How is this harmful to anything? The only thing that will happen is that you may die once every 100 battles instead of being left with 1HP... Last edited by Pebr: 07-23-2009 at 05:46 AM. |
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#9 |
![]() Join Date: May 2009
Reputation: 0
Posts: 21
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Unfortunately the stock weapons are always at level 1 so they will be excluded from this whole level stuff... And personally I prefer the stock weapons.
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#10 |
![]() Join Date: Sep 2008
Reputation: 48
Posts: 2,102
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#11 |
![]() Join Date: Jul 2009
Reputation: 1
Posts: 122
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It'd be extremely hard to balance everything out for each weapon. If you increased rate of fire, the damage would have to go down some exact amount to compensate. How would one calculate this for each weapon? I like the idea of "unique" weapons, but this isn't the way to do it.
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#12 |
![]() Join Date: Dec 2007
Reputation: 182
Posts: 5,160
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#13 |
![]() Join Date: Dec 2008
Reputation: 127
Posts: 2,082
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Too complicated. I have a level 73 Sandvich. Does it heal 73% more health but take 73% longer to eat?
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#14 | |
![]() Join Date: Feb 2009
Reputation: 1375
Posts: 2,611
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Quote:
Divide your level by 10 - It would be 7.3%. Let's say the specs are just regenerated health and eating time. The amount of change is randomly picked anywhere between 0.0% and 7.3%. The function picks health regen to increase by 3.4%. Now eating time must increase by 3.4%. So this...
... changes to this:
It's really not too complicated at all for players. All we need to know is that a high level number will have a more drastic effect on weapon specs. EDIT: Thanks Kabuto, oops. Last edited by Pebr: 07-23-2009 at 06:51 AM. Reason: i was a fool |
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#15 |
![]() Join Date: Jan 2009
Reputation: 3
Posts: 184
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Personally, I don't see why most people would hate a system like this, other than because they have some aversion to change. If Valve added it to default weapons too, and had a server variable to set them all to default, I think it could work.
Wouldn't that be OP? Eating time would increase to be balanced. |
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