Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: Where shaved pubes are in!
Forums | Chat | News | Contact Us | Register | PSU Social |
2012-05-30, 09:04 PM | [Ignore Me] #1 | ||
Captain
|
Definition -
Boosting is the act of a user speeding up the process of gaining awards or experience in video game, typically a First Person Shooter in an online Multi-Player setting, by using methods that are not supported by the game developers and the online community. These methods include the user having one of his friends joining the opposite team and letting the user kill that friend multiple times to gain experience and kills at a faster rate than normal. Example - Jeff is on team A and gets his friend John to join team B. John lets Jeff kill him repeatedly so that John can "Level-up" faster. Jeff is "boosting" because John is helping him "boost" his level and statistics. The Problem - Users can make an infnite number of accounts with potentially no punishment (some users have suggested an account check of some sort; ie you must provide a phone number, credit card, something along those lines). Without a proper system to check for boosting, players will sit at a galaxy in the far corner of the map hiding from sight and have their "main" account continually kill the "boosting" account over and over again. Now the player has the chance to gain massive amounts of resources and other special achievemnts the game might have such as awards for x amount of headshots. The player will also have their rank boosted. The Solution - In PS1 the more you killed a player the less exp you gained for that kill. If you killed a player who was on a killing streak you would recieve a substantial amount more of exp versus a player who has been killed multiple times in x amount of time. This will work great in PS2 for protecting resources and exp boosters. However; this does not address the issue of stats (which are being tracked) and any other awards that might be available to "unlock". This is why I suggest if something such as stats is to stay in the game (which it looks like it will) a cheating system (which might already be implenmented or planned on) shall be placed in the game to detect boosting. Now obviously the just announced dedicated "server mods" could potentially view live data for repeat killing that might resemble boosting, but I believe it is crucial to also dedicate a system that scans the server for "patterns" that shows the same players constantly killing each other. After x amount of kills between a group of players, those players will have their accounts banned. Last edited by The Kush; 2012-05-30 at 09:09 PM. |
||
|
2012-05-30, 09:32 PM | [Ignore Me] #2 | ||
Brigadier General
|
I'm in favor of players who have killed a lot of people giving out more XP when they die, even for other reasons than mentioned here, so I think this would be good all around.
Seems like it won't be that hard of a thing to add if their cheating solutions and stat tracking are as robust as the devs claim they are. The same would have to apply to players flipping a hex back and forth repeatedly, or for medics constantly repairing damage inflicted by the same players, especially friendly fire. |
||
|
2012-05-31, 12:50 AM | [Ignore Me] #5 | ||
Lieutenant General
|
Off topic - I think the name "power leveling" sounds a lot better.
Simple solution is to use PS1's XP system. The longer you're alive, and the more kills you have in that life, the more xp you are worth. Recent spawnees are worth like 5 xp, people alive for 5 mins with 10 kills are worth 500. |
||
|
2012-05-31, 12:59 AM | [Ignore Me] #6 | ||
Major
|
The person doing this is trading fun for levels. Sounds like a raw deal to me. Also is crippling their actual skill which is built up in combat.
Also, in PS1, you got more/less BEP depending on how long they were alive. Spawn babies were pretty much worth only 3-5 BEP apiece. |
||
|
2012-05-31, 02:22 AM | [Ignore Me] #9 | |||
Captain
|
As I mention it does not address every issue. |
|||
|
|
Bookmarks |
|
|