Finally reach top 50 ......
among all "Ghost"s. i.e., if you search Ghost as player IGN, mine can be shown up 
Nothing exciting, only painful to find out how little EXP one can earn in a pub TDM, especially if you cares about KDR more than ACE or MVP. To save GP is hard in TDM -- I have only 22k + 3 non default weapon, even I only gambled once in BM.
Another fact, after repairing the QBZ, I feel it lose accurate. Or the spray pattern has changed to something I am not familiar. I am not sure if some QBZer experience same thing.
Here is some idea to change the way we earn GP or EXP. Every kill or damage to enemy will earn some basic point. Then a scale factor of victim's rank times const alpha and then times the victim's kdr. Or:
experience gained per kill = base exp point x (1 + alpha x victim's rank factor x victim's kdr)
With alpha adjustable for different mode.
When a team kill happens, the same amount of point will be take away, until reaches zero.
also the except ACE and MVP, the player who make most gain loss difference in kills should be rewarded, and player who make most gain loss difference in damages should be reward. That should be more reasonable than the most kills and most damage, I have seen lots of results in which the aced player only makes a difference of 2 between kill and death.
Another thing, I saw some player put a big LOL, ascII art of the chars, on chat message -- just wonder if it is legal. If so, please give me a link to download it.
Nothing exciting, only painful to find out how little EXP one can earn in a pub TDM, especially if you cares about KDR more than ACE or MVP. To save GP is hard in TDM -- I have only 22k + 3 non default weapon, even I only gambled once in BM.
Another fact, after repairing the QBZ, I feel it lose accurate. Or the spray pattern has changed to something I am not familiar. I am not sure if some QBZer experience same thing.
Here is some idea to change the way we earn GP or EXP. Every kill or damage to enemy will earn some basic point. Then a scale factor of victim's rank times const alpha and then times the victim's kdr. Or:
experience gained per kill = base exp point x (1 + alpha x victim's rank factor x victim's kdr)
With alpha adjustable for different mode.
When a team kill happens, the same amount of point will be take away, until reaches zero.
also the except ACE and MVP, the player who make most gain loss difference in kills should be rewarded, and player who make most gain loss difference in damages should be reward. That should be more reasonable than the most kills and most damage, I have seen lots of results in which the aced player only makes a difference of 2 between kill and death.
Another thing, I saw some player put a big LOL, ascII art of the chars, on chat message -- just wonder if it is legal. If so, please give me a link to download it.
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