Anit-Cheat

Post » Thu Jun 17, 2010 1:44 pm

So can you hold on to your points and just buy high level passives OR is it more like a branching system? Gotta buy one at each level? (Buy lvl 1 turrets to get lvl 2s.) I'm wondering if there will be frustration with the XP system in the fact that you'll have to figure it out and then figure out how to build better. Ala oblivion when you end up with a terribly ineffective character only this is on a competitive scale.
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Lucky Girl
 
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Post » Thu Jun 17, 2010 11:15 am

So can you hold on to your points and just buy high level passives OR is it more like a branching system? Gotta buy one at each level? (Buy lvl 1 turrets to get lvl 2s.) I'm wondering if there will be frustration with the XP system in the fact that you'll have to figure it out and then figure out how to build better. Ala oblivion when you end up with a terribly ineffective character only this is on a competitive scale.

For skills that have upgrades (like turret 1, 2, etc.) you need to buy lower lvls before you can get the higher lvls, but the higher level skills replace the lower lvl ones, so you still aren't wasting skills/xp. However, the higher tirer skills are more powerful, so they cost more than 1 point to purchase.

http://www.splashdamage.com/forums/showpost.php?p=246478&postcount=6
http://www.splashdamage.com/forums/showpost.php?p=246512&postcount=12
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Teghan Harris
 
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Post » Thu Jun 17, 2010 8:34 pm

For skills that have upgrades (like turret 1, 2, etc.) you need to buy lower lvls before you can get the higher lvls, but the higher level skills replace the lower lvl ones, so you still aren't wasting skills/xp. However, the higher tirer skills are more powerful, so they cost more than 1 point to purchase.

http://www.splashdamage.com/forums/showpost.php?p=246478&postcount=6
http://www.splashdamage.com/forums/showpost.php?p=246512&postcount=12

Does this take away from the overall "20"? I wonder how many people will only invest in passive abilities. Or if that's even feasible. A list of the default available and active abilities would be awesome.
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Cat
 
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Post » Thu Jun 17, 2010 5:47 am

Does this take away from the overall "20"? I wonder how many people will only invest in passive abilities. Or if that's even feasible. A list of the default available and active abilities would be awesome.

You still get 20 abilities, and nothing is compromised. Here how it works:

- You buy turret 1, which gives you access to turret 2.
- You buy turret 2 which replaces turret 1, so you still only take up one skill slot.

As for passive abilities, they get added in to overall 20 - It isn't 20 active abilities and a separate count for passive - an ability is an a ability, and you get 20.
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Add Me
 
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Post » Thu Jun 17, 2010 5:55 am

You still get 20 abilities, and nothing is compromised. Here how it works:

- You buy turret 1, which gives you access to turret 2.
- You buy turret 2 which replaces turret 1, so you still only take up one skill slot.

As for passive abilities, they get added in to overall 20 - It isn't 20 active abilities and a separate count for passive - an ability is an a ability, and you get 20.

So you don't get penalized for upgrading leveled skills? Are there leveled passive abilities? And does that work the same?

like I could have

Ability #1 Lvl3 | Ability #2 Lvl 2 | Ability #3 Lvl 1 | and have 17 more abilities even though those others are leveled?
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Emma Louise Adams
 
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Post » Thu Jun 17, 2010 6:27 pm

So you don't get penalized for upgrading leveled skills? Are there leveled passive abilities? And does that work the same?

like I could have

Ability #1 Lvl3 | Ability #2 Lvl 2 | Ability #3 Lvl 1 | and have 17 more abilities even though those others are leveled?

I don't know for sure (since I haven't played the game) but appears that the max is number of skills is 20 - how you get there is up to you.

Here is something else a dev said:

"the points vs credits thing is a bit confusing, so here goes...

Each time you go up a level, you get one ability credit.
Turrets are the best example of the ability upgrade system; you must have the Light Turret ability purchased in order to buy the Medium Turret ability (Medium is what Engineers were using at Quakecon/Gamescom/PAX/EGE). If you buy the Medium Turret ability, you can only place a Medium Turret. "



Abilities cost points to unlock, and upgraded abilities cost more points, so depending on how the point system works (like if you stop accumulating them when you hit max lvl) choosing to purchase upgraded abilities may result in fewer overall skills. Again, I don't know the specifics.
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Anna Kyselova
 
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Post » Thu Jun 17, 2010 3:41 pm

I don't know for sure (since I haven't played the game) but appears that the max is number of skills is 20 - how you get there is up to you.

Here is something else a dev said:

"the points vs credits thing is a bit confusing, so here goes...

Each time you go up a level, you get one ability credit.
Turrets are the best example of the ability upgrade system; you must have the Light Turret ability purchased in order to buy the Medium Turret ability (Medium is what Engineers were using at Quakecon/Gamescom/PAX/EGE). If you buy the Medium Turret ability, you can only place a Medium Turret. "



Abilities cost points to unlock, and upgraded abilities cost more points, so depending on how the point system works (like if you stop accumulating them when you hit max lvl) choosing to purchase upgraded abilities may result in fewer overall skills. Again, I don't know the specifics.


I'm going to assume that passive abilities probably don't level. (which are probably more like "perks") And you use one of your "ability credits" when you upgrade something. Because if you didn't have to use the ability credit it'd seem a little unbalanced.
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Skrapp Stephens
 
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Post » Thu Jun 17, 2010 11:42 am

I'm going to assume that passive abilities probably don't level. (which are probably more like "perks") And you use one of your "ability credits" when you upgrade something. Because if you didn't have to use the ability credit it'd seem a little unbalanced.

You use the "ability credits" to purchase all abilities, active, passive, upgrade or not.
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Jose ordaz
 
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Post » Thu Jun 17, 2010 12:14 pm

You use the "ability credits" to purchase all abilities, active, passive, upgrade or not.

And you only get 20? Right?
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BlackaneseB
 
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Post » Thu Jun 17, 2010 2:41 pm

And you only get 20? Right?

This is where things get hazy, and I'm unsure.

If you only purchase "normal" abilities, that being, abilities that cost 1 point, then yes, you will get 20. But if you start to purchase upgrades (like turret 2 or 3,) abilites that cost more than 1 point to unlock, then your total might change. Like I said, it all depends on how the point system works.

Ex. say you get 1 point for every lvl - that gives you 20 points. If you are buying the more powerful, expensive skills, you are going to have less than 20 skills total.
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Robyn Howlett
 
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Post » Thu Jun 17, 2010 8:09 am

But obviously you can hold out for better skills that'll come later on.
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Ashley Campos
 
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Post » Thu Jun 17, 2010 6:38 am

EXEDORE: Being able to sprint while cooking is a low level ability, and grenade shooting is a high level ability. As some have surmised, slots are not a concern with passive abilities that don't require d-pad activation.

H0RSE: So is there no limit to how many passive abilities you can bring into a match?

EXEDORE: It's only limited by your level, which dictates how many abilities you can buy overall.


taken from this thread - http://www.splashdamage.com/forums/showthread.php?p=243932&highlight=passive#post243932

Yes, you can get 20 abilities total, but you can only ever equip 3 active abilities at one time.



For skills that have upgrades (like turret 1, 2, etc.) you need to buy lower lvls before you can get the higher lvls, but the higher level skills replace the lower lvl ones, so you still aren't wasting skills/xp. However, the higher tirer skills are more powerful, so they cost more than 1 point to purchase.

http://www.splashdamage.com/forums/showpost.php?p=246478&postcount=6
http://www.splashdamage.com/forums/showpost.php?p=246512&postcount=12


Thanks for clearing that up.


This is where things get hazy, and I'm unsure.

If you only purchase "normal" abilities, that being, abilities that cost 1 point, then yes, you will get 20. But if you start to purchase upgrades (like turret 2 or 3,) abilites that cost more than 1 point to unlock, then your total might change. Like I said, it all depends on how the point system works.

Ex. say you get 1 point for every lvl - that gives you 20 points. If you are buying the more powerful, expensive skills, you are going to have less than 20 skills total.


Also it figures that most of the passive abilities will be general ones. So everyone can use them.
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Ebony Lawson
 
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Post » Thu Jun 17, 2010 3:53 pm

The max lvl is 20, and the current total skill count across all 5 categories (4 classes and universal) is 50.

Taken from the book of horse. I wonder if this means each INDIVIDUAL created character actually allows you to save stats on the 4 classes. Plus ten additional universal "perks".
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Tina Tupou
 
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Post » Thu Jun 17, 2010 4:39 pm

The max lvl is 20, and the current total skill count across all 5 categories (4 classes and universal) is 50.

Taken from the book of horse. I wonder if this means each INDIVIDUAL created character actually allows you to save stats on the 4 classes. Plus ten additional universal "perks".

NEVERmind. I misread...
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Shelby McDonald
 
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Post » Thu Jun 17, 2010 2:39 pm

NEVERmind. I misread...


Your transgression is forgiven in the name of H0RSE (Blessed be his holy hooves)
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Jeff Turner
 
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Post » Thu Jun 17, 2010 7:17 am

Your transgression is forgiven in the name of H0RSE (Blessed be his holy hooves)

I've been stabbed by H0RSE on BFBC2. It was like some kind of bittersweet miracle. But my dog tags should be on his wall of shame.
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sam smith
 
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Post » Thu Jun 17, 2010 4:57 pm

I've been stabbed by H0RSE on BFBC2. It was like some kind of bittersweet miracle. But my dog tags should be on his wall of shame.


Well there is an incentive to rebuy BFBC2. I could add yours and H0RSE (blessed be his holy hooves) to my collection.
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Greg Cavaliere
 
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Post » Thu Jun 17, 2010 7:42 am

BFBC2 is really the only shooter that i play now, its much better with good mates, and the new Vietnam addon is awesome.
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Klaire
 
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Post » Thu Jun 17, 2010 6:34 pm

What games on the xbox have cheaters? I honestly can't think of any.
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Angela Woods
 
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Post » Thu Jun 17, 2010 1:41 pm

What games on the xbox have cheaters? I honestly can't think of any.


A hint most if not all.
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Dorian Cozens
 
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Post » Thu Jun 17, 2010 3:24 pm

A hint most if not all.


It's more so exploiting. Sticking your gun barrel through a wall and shooting someone that's been tagged in bc2. Purposely getting stuck inside stuff so you can shoot people but they can't hit you. Maybe stab you if they can get close.
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Lizzie
 
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Post » Thu Jun 17, 2010 9:07 pm

It's more so exploiting. Sticking your gun barrel through a wall and shooting someone that's been tagged in bc2. Purposely getting stuck inside stuff so you can shoot people but they can't hit you. Maybe stab you if they can get close.


Its mostly all the same to me.
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Paul Rice
 
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Post » Thu Jun 17, 2010 7:54 pm

It's more so exploiting. Sticking your gun barrel through a wall and shooting someone that's been tagged in bc2. Purposely getting stuck inside stuff so you can shoot people but they can't hit you. Maybe stab you if they can get close.

I wouldn't really call that cheating though. In general it's just poor game design. It's almost like saying spawn killing is cheating.
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Veronica Flores
 
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Post » Thu Jun 17, 2010 9:09 am

I wouldn't really call that cheating though. In general it's just poor game design. It's almost like saying spawn killing is cheating.

"Exploits" are usually caused by a mistake in the game code, where things like spawn camping are a mistake in level design. The difference may be nuanced, but one is usually considered cheating while the other is not.
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trisha punch
 
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