Author Topic: A new XP.Gold system  (Read 729 times)

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Offline Tomas

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A new XP.Gold system
« on: January 27, 2013, 06:56:02 pm »
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« Last Edit: January 27, 2013, 07:07:28 pm by Tomas »

Offline Shadowren

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Re: A new XP.Gold system
« Reply #1 on: January 27, 2013, 07:33:36 pm »
+4
[N]o!

It will kill all the noobs!
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Away with you, vile beggar.

Offline Haboe

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Re: A new XP.Gold system
« Reply #2 on: January 27, 2013, 07:37:18 pm »
+1
Come on Tomas...

Edit:

There is something to the idea behind that system.
The 60k+ should be the limit (0 xp) no negative xp.

Big downsides:

The gold is very punishing for noobs this way. I don't mind since ill be around 180-200 gold a tick on this system with the bonus of valours, but most players will see low gold.
The lack of repairs will encourage end build users to use their heavy gear with no penalty.

Also, i removed my minus, system is not as randomly stupid as i though after first read, but it needs adjustments if you'd want it to be considered at all.
« Last Edit: January 27, 2013, 07:44:45 pm by Haboe »
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Offline Tomas

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Re: A new XP.Gold system
« Reply #3 on: January 27, 2013, 07:41:59 pm »
0

Offline Tomas

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Re: A new XP.Gold system
« Reply #4 on: January 28, 2013, 01:16:10 am »
0
Come on Tomas...

Edit:

There is something to the idea behind that system.
The 60k+ should be the limit (0 xp) no negative xp.

Big downsides:

The gold is very punishing for noobs this way. I don't mind since ill be around 180-200 gold a tick on this system with the bonus of valours, but most players will see low gold.
The lack of repairs will encourage end build users to use their heavy gear with no penalty.

Also, i removed my minus, system is not as randomly stupid as i though after first read, but it needs adjustments if you'd want it to be considered at all.

Cheers for the comments.

Easy enough to change the 0XP limit to 60k but I disagree with having no negative XP - it is this that stops the end build users from always using the heaviest equip.

Gold is not that punishing imo since there is no upkeep and a decent round win bonus and that all players should win 50% of the time on average.  The current multiplier system is far more punishing for people that end up stacked against a clan that is rolling a server.


Offline oohillac

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Re: A new XP.Gold system
« Reply #5 on: January 28, 2013, 01:22:01 am »
0

- if you wear 60k of gear you will get 1.5k XP per tick


My plate armour!  You bastard!

Offline Jarlek

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Re: A new XP.Gold system
« Reply #6 on: January 28, 2013, 05:40:02 pm »
0
My plate armour!  You bastard!
Try horses. A plated charger alone is 65k. A courser is "just" 20k.
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
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Offline San

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Re: A new XP.Gold system
« Reply #7 on: January 28, 2013, 05:55:38 pm »
+1
This system will not have multipliers or upkeep, right? I think EXP should be more skill-based with a higher ceiling for a max tick, while gold should be based more on your equipment.


I think your EXP and gold system should be switched, but with a few differences:

There should be some way for expensive-equip users to not be penalized as hard if they have high amounts of points/valor.

Instead of basing EXP ticks on the max score, it should be based on the average score (for everyone or either team) and level while avoiding any X/0 errors. Boon to lower level players, slight malus to high level players (made up with higher average points anyways), ~25-31 shouldn't be affected.

Offline Joseph Porta

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Re: A new XP.Gold system
« Reply #8 on: January 28, 2013, 09:55:42 pm »
0
Yay, archer will be thé loomgrind.  8-)

I loot corpses of their golden teeth.
But he'll be around somewhere between Heaven and The Devil, because neither of them will take him in, and he'll be farting loudly and singing a filthy song.

i'll be there at around
chadztime™

Offline Tydeus

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Re: A new XP.Gold system
« Reply #9 on: January 30, 2013, 05:33:20 am »
0
Honestly, I think score is a better system than the multiplier or the proposed system in this thread, but obviously the score system needs more work. It needs to give points to anyone around a ranged character that does damage (like a shielder or pikeman protecting a group of archers). It needs to give more focus on killing blows for battle, because that's what matters most. Siege needs point possibilitis added for things specific to that game mode, like breaking/damaging doors, capturing the flag, etc.

If you want skill to define the experience and or gold gained, then you need a system that accurately represents skill, and while score is alright, it can be much better with just a few improvements.
chadz> i wouldnt mind seeing some penis on my character