cRPG

Strategus => Strategus General Discussion => Topic started by: chadz on October 26, 2011, 06:24:56 pm

Title: Experience in strategus battles
Post by: chadz on October 26, 2011, 06:24:56 pm
So no matter how I turn this problem, I can't figure out a solution to this problem.

With the latest price increase in strategus, and xp being dependent on equipment, xp was - not intendedly - nerfed heavily.

But I must say I don't really like the way you get XP right now anyway.

So maybe someone can give me some input - what should the XP in strategus battles be based on.

Remember to take the following into consideration:
Not Abuseable,
higher than spending the same time on a battle server,
should be the same for either everyone or everyone of your team,
should maybe not discourage fighting in small battles

So if you have a genious idea, shoot :P
Title: Re: Experience in strategus battles
Post by: Blondin on October 26, 2011, 07:03:29 pm
Old system was good except that you could win ridiculous amount of xp in big battle (remember pub crawl) and you won few in small battle.
Xp gain should have a time factor, sometimes you can wait many minutes behind shield wall before anyone attack.
But if it's only based on time, some could delay and abuse time to win more xp...

The xp gain should be set before the battle, the amount could depends on numbers of troops involved and on difference between gears (you should win more xp if you have crapiest gear than your opponent), and on terrain advantage (castle are easier to defend so you could win less xp)
This xp gain could be doubled if you win the battle, tripled if you take enemy spawn.
With this system, a hired mercs would know how much xp he would gain if he lose or win a battle before applying.

(The formula might be hard to set but i know you are a fucking good coder!)
Title: Re: Experience in strategus battles
Post by: Turboflex on October 26, 2011, 07:47:54 pm
Well if a high priority objective is prevent abuse than any other way (through battle duraction, or kills) and people could setup a battle and either string it out for extra xp, or come in naked and beat each other with fists for free "kill xp".

In current strat balance the only variable that people really value is gear, and that isn't exploitable because people wouldn't fake kill each other in decent gear.

Seems like the only way is to adjust values to reflect current prices so people get decent exp again even using lower tier gear.
Title: Re: Experience in strategus battles
Post by: SPQR on October 26, 2011, 07:49:18 pm
You could just have xp every minute ala the battle server.

First 10 minutes x5
Second 10 minutes x4
Third 10 minutes x3
Forth 10 minutes x2
After that x1

That way small battles still get decent xp, and long battles can get more, up to a certain point, then it drops off, to discourage people dragging it out.

Seems like the simplest way to go about it.
Title: Re: Experience in strategus battles
Post by: Erasmas on October 26, 2011, 07:52:36 pm
That way small battles still get decent xp, and long battles can get more, up to a certain point, then it drops off, to discourage people dragging it out.

Except it encourage quitting server

The idea is fine but I would make it less steep.
Title: Re: Experience in strategus battles
Post by: Lt_Anders on October 26, 2011, 08:06:57 pm
Why not amalgamate it between strat 1's and current battle

Everyone gets a constant x2 multi(the average of someone playing on battle) and you get a bonus based on kills and the others level. So, if 1 team hires level 30s only and the other team is 29's then for the same kills, the team with level 29's would get more xp because they'd be killing higher level opponents. The kill bonus shouldn't be much, maybe for a level 35 150 extra xp per death MAX. Perhaps have a gear bonus too. So you get xp for three things, playing, what level the enemy is, and what they wear.



Title: Re: Experience in strategus battles
Post by: Beans on October 26, 2011, 08:19:50 pm
Just make it exactly like the battle server except you always get 2x. People like fighting in strat battles even with shitty XP, because they are just more fun. There really isn't any need at all to make it based on anything complicated.
Title: Re: Experience in strategus battles
Post by: BaleOhay on October 26, 2011, 08:27:45 pm
increase the rate you earn strat gold when you fight in strat battles!!
Title: Re: Experience in strategus battles
Post by: Bjord on October 26, 2011, 08:31:29 pm
What about a progressive gain for xp? The further into the battle the more XP you get each/every ticket/minute/10 tickets. With a limit cap of course.

That way, you will be encouraged to organize during the first periods of the battle and play with more tactic in mind, instead of the mindless charges into defenders camp and etc. However, the downside to this is that it could lead to camping - from both sides.

But on the other hand, when it reaches those highly rewarding stages, people will really try and make a difference to help their respective team.
Title: Re: Experience in strategus battles
Post by: Rikthor on October 26, 2011, 08:48:42 pm
What about a progressive gain for xp? The further into the battle the more XP you get each/every ticket/minute/10 tickets. With a limit cap of course.

That way, you will be encouraged to organize during the first periods of the battle and play with more tactic in mind, instead of the mindless charges into defenders camp and etc. However, the downside to this is that it could lead to camping - from both sides.

But on the other hand, when it reaches those highly rewarding stages, people will really try and make a difference to help their respective team.

The only problem with this Bjord is it can be abused rather easily by people turtling up and trying to milk the gains, as opposed to attacking the whole time. The way SPQR nominated would be a way to handle this issue, though.
Title: Re: Experience in strategus battles
Post by: Mala on October 26, 2011, 08:49:38 pm
Or something like the old siege system. preset min/max xp for attackers and defenders while the attackers lose xp over time and defenders gain it.
the problem is that you need two variables for xp and battle duration based on the size of the armies.
Title: Re: Experience in strategus battles
Post by: Varyag on October 26, 2011, 08:55:10 pm
Quote
You could just have xp every minute ala the battle server.

First 10 minutes x5
Second 10 minutes x4
Third 10 minutes x3
Forth 10 minutes x2
After that x1

Seems like the simplest way to go about it.

This.

Also please (if it is possible) increase limits for payments from 1000  crpg gold to at least 3000 because crpg gold is now easily accumulated and u can make 10k gold in 30 minutes in cheap gear if u re lucky. So 1000 gold pay is not enough to make good players fight for your side.
Title: Re: Experience in strategus battles
Post by: Tydeus on October 26, 2011, 08:55:14 pm
For a quick fix:
I say give it a solid xp/minute like crpg has. It can't really be abused because you set a timer on strat battles(and where it can be abused, my more complex system has a fix for that). If they could last for 4 hours, maybe it would be an issue. Just give everyone a 3x multi every minute for the duration of the battle. This also doesn't discourage smaller battles by making them less efficient for exp. Of course you still get more xp for large battles, but it's directly proportional to time spent fighting. I see this as being a "quick fix" to the problem that is much better than where we are now and doesn't really have many downsides.

The better, more complex system:
Alternatively you could make this system a bit more dynamic by having it possibly look at the the number of kills scored over the previous minute. Have say a 4K xp as your base/minute and scale it to the ratio of your teams kills:death ratio. So if you killed 2x as many as you lost you'd get 8Kxp/tic while the team with a 1:2 ratio would get 2K xp/tic. This I feel is more balanced and reward driven. Furthermore, to keep this system from being abused by small battles, have the system only look at kills that happened since the last tic of xp. Further still, set a minimum requirement of kills per total troop count: total troops*.15 or kills >=15. This makes it so that in small battles or when large battles start to slow down and a team only has 50 troops you'd only need to kill 7 troops to get the bonus. This should ensure balance for both small and large battles.

Edit: One could also reduce the penalty for having a negative K:D which might help encourage mercs to sign up for battles that seem hopeless. You could do this by either removing the penalty altogether(This might be the best idea) or K:D*((1 - K:D) +1). So if you have a 1:2 K:D for the team, instead of getting 4K XP *1/2 you get 4K XP *3/4. If you have a .8 KD you get 4K*0.96.

Edit 2: It's probably a good idea to keep the XP base multiplier based rather than some arbitrary static number. This ensures that -everyone- gets more xp than they would if they were on a battle server. Remember, gen bonus gives some people 1.5x more xp than others. So where I say "4K XP" it might be best to change that amount to whatever a 3x multi would be.

You could just have xp every minute ala the battle server.

First 10 minutes x5
Second 10 minutes x4
Third 10 minutes x3
Forth 10 minutes x2
After that x1

That way small battles still get decent xp, and long battles can get more, up to a certain point, then it drops off, to discourage people dragging it out.

Seems like the simplest way to go about it.
This system discourages large battles and siege battles. I'd have to have this system while taking a castle/town
Title: Re: Experience in strategus battles
Post by: SPQR on October 26, 2011, 09:11:35 pm
This system discourages large battles and siege battles. I'd have to have this system while taking a castle/town

I don't think so. The people planning the battle/seige are gonna do it regardless of xp because that is not their primary motivation and I think people will sign up for it as a guaranteed 120,000+ xp.
Title: Re: Experience in strategus battles
Post by: Tydeus on October 26, 2011, 09:14:00 pm
I don't think so. The people planning the battle/seige are gonna do it regardless of xp because that is not their primary motivation and I think people will sign up for it as a guaranteed 120,000+ xp.
120K xp for an hours worth of playing, I can get than in 30 minutes playing in battle. 7500 XP per minute on a 5x for two rounds and that's already half of that 120K xp.

Edit: Your system could work, sure, but you'd have to bring over the gen bonus from crpg or it won't be equally beneficial for everyone.
Title: Re: Experience in strategus battles
Post by: SPQR on October 26, 2011, 09:23:57 pm
The average modifier on battle is x2, so we're talking like 120,000 xp an hour.

So at 10 minutes per multiplier we'd be looking at 140,000xp first hour.
At 15 min per multiplier we're looking at 210,000xp first hour (!)

And yeah use gen bonuses too.
Title: Re: Experience in strategus battles
Post by: Gisbert_of_Thuringia on October 26, 2011, 09:24:49 pm
Hoi chadz, can't you just change it to something that comes spontaneously to your mind for now and then figure out a better solution?

Because at the moment it is really no fun and I fear that the solution will be out after all neutral villages and castles are taken^^


10k xp for 30 minutes yesterday :/
Title: Re: Experience in strategus battles
Post by: Aseldo on October 26, 2011, 09:26:23 pm
Why not just have a set amount like 3k exp and 150 gold per minute? People couldn't abuse it because strat battles have time limits.
Title: Re: Experience in strategus battles
Post by: Digglez on October 26, 2011, 09:28:31 pm
x2.5 or x3 for entire duration
Title: Re: Experience in strategus battles
Post by: Slamz on October 26, 2011, 11:32:28 pm
Base XP around "kill density".

1 minute of 0 kills = x0.5
1 minute of 20 kills = x5

20 tickets represents 20 man-hours of work now, right?  And that's at 100% efficiency.  So this may be reasonable.  Even if those kills were totally naked, they still represent an investment of time.    ("20" is arbitrary.  I'm not sure what the real number should be.  What's a reasonable kill rate for 50v50 in heavy fighting?  Or 10v10 in heavy fighting?)

This encourages fighting.  Wanna sit back and do nothing?  Enjoy your x0.5 XP multiplier.

It could additionally be modified, to a small extent, by equipment value.  Like a fully plated out guy counts as 2 kills.  If you kill 10 plated guys in a minute then it's counted as 20 kills for the "kill density" reward value.  A moderately equipped peasant is like 1.1 kills.  A solid medium armor loadout would be like 1.5 kills.  Basically come up with a "high value character" and use that as the basis.  e.g., if your gear is worth 50,000 or more, your kill counts twice for purposes of "kills per minute".  If your gear is worth 25,000 then your kill counts as 1.5x, etc.


So if you wanna get the XP reward, you need to start mulching people.  If they're worth a lot of money, so much the better, but it's not really necessary if you're killing them fast enough.
Title: Re: Experience in strategus battles
Post by: 22nd_King_Plazek on October 26, 2011, 11:54:56 pm
Why not just have a set amount of experience per type of battle?

If it is a village fight then you get X amount of experience, castle Y, and town Z. If it is a fight in the field then you should get an amount of experience relative to the number of troops involved capped at value Z (or Q). Field battles could also have the amount of experience at stake depend on proximity to fiefs. A skirmish in the middle of the open plain with no nearby fiefs is not as valuable as one outside the gates of a town. So maybe even a small fight in a place of interest could be rewarded properly.

This value XYZ(or Q) would then be ran through some equation to work out given experience depending on how the battle went. Perhaps for example by a ratio for "team kills" versus "team deaths" and some sort of multiplier for winning or losing. So if you win you get more experience and if you get more kills than deaths (as a team) you get more experience, per person.

I suggest communism for doling out experience because strategus battles are a team effort and I think it would be bad to encourage kill stealing or wasting your lives for the chance of more kills and thus more experience. People can fight in support and get very few kills but be much more valuable to the team than some kill whore.

---
Seems to qualify for most of your requests, maybe not a genius idea though :P
Title: Re: Experience in strategus battles
Post by: Nessaj on October 26, 2011, 11:59:42 pm
Communist XP.

I approve!
Title: Re: Experience in strategus battles
Post by: Panoply on October 27, 2011, 12:15:04 am
Personally, I'm a fan of the static exp gain per minute, as in, somewhere above x2 per minute.

I don't think you should try to encourage or discourage any kind of behavior in the strat battles. People should be able to use the tactics that they want. So I'm not a fan of encouraging more kills and less stalling because sometimes a holding a shieldwall or skirmishing is a perfectly justifiable tactic.

I am intrigued by Mala's suggestion of having exp gain for attackers fall as a function of time, while defender's exp gain increases as a function of time. That could be interesting.
Title: Re: Experience in strategus battles
Post by: Digglez on October 27, 2011, 12:41:41 am
Personally, I'm a fan of the static exp gain per minute, as in, somewhere above x2 per minute.

I don't think you should try to encourage or discourage any kind of behavior in the strat battles. People should be able to use the tactics that they want. So I'm not a fan of encouraging more kills and less stalling because sometimes a holding a shieldwall or skirmishing is a perfectly justifiable tactic.

I am intrigued by Mala's suggestion of having exp gain for attackers fall as a function of time, while defender's exp gain increases as a function of time. That could be interesting.

That would certainly solve the problem of defenders rushing out to be butchered by attackers.
Title: Re: Experience in strategus battles
Post by: Tydeus on October 27, 2011, 12:49:29 am
(click to show/hide)

(click to show/hide)

Both of these either neglect differences in the size of a battle or the type of battle which is rather undesirable.
Title: Re: Experience in strategus battles
Post by: Bjarky on October 27, 2011, 01:49:58 am
there won't be any pub crawls anyway cus of the current troop upkeep system.
so just make xp like the end in first strat for now and figure out a smarter system for later, cus this will prolly take some time to figure out properly.
Title: Re: Experience in strategus battles
Post by: 22nd_King_Plazek on October 27, 2011, 01:57:23 am
Both of these either neglect differences in the size of a battle or the type of battle which is rather undesirable.

Not really, my suggestion has variables for both the type and the size of the battle. In fact whether or not the size of the battle matters or not depends upon it differentiating between different battle types. So I am left wondering how you could think such a thing.

Why should you get extra experience for being slow anyway? Surely the faster you win the battle the better, why reward tardiness with extra experience per minute. Why should the amount of experience depend on the amount of people killed (except in field battles) when the objective is not to kill the enemy but take or defend the fief, the amount of experience should depend on the fief surely. Whether you take a fief by killing 10000 men or you take it by sneaking through and capping a flag you have ultimately achieved the same goal and should get the same amount of base experience.
Title: Re: Experience in strategus battles
Post by: Sharky on October 27, 2011, 02:22:57 am
I think attackers and defenders should be a different xp gain system, because they have different objectives.
Attackers could have at the start of the battle an "xp timer". Like 1000 tickets starts with 200.000 xp, and if the attackers don't kill any defender for long time, or if they drag for too much time, they loose more and more xp until it reaches 0 and the battle is over (and defenders won).
Ofc the more tickets you have, the more starting xp you should have, so a long big battle will make good xp if you don't camp, while you will still get some xp from little battles but still less then a bigger battle.


For defenders is more difficult. Maybe: If defenders loose, they have the opposite rule. The more time they manage to hold off the enemy, the more xp they gain. So defenders will be encouraged to defend and not charge like headless chickens for the sake of finishing it quickly.
But, if defenders win this rule doesn't work. Why should defenders be punished if they take the flag early or if they win by killing enemy by spawnrape or whatever? So xp gain should be based on something else.
Maybe they steal half of attackers starting xp, or they get 20 xp for every enemy soldier that dies(actual mercs not tickets, so really big battles will not give insane amounts of xp, but they will still give more xp then small battles wich is fair)

Also maybe make a xp nerf after the battle if you are the loosing side

This will not solve completely the attackers camp/ defenders charge issue, many clans don't give a BIRD about xp, as long as they win. But at least it rewards both sides when they do what they are supposed to do :D
Title: Re: Experience in strategus battles
Post by: Tydeus on October 27, 2011, 03:07:53 am
Not really, my suggestion has variables for both the type and the size of the battle. In fact whether or not the size of the battle matters or not depends upon it differentiating between different battle types. So I am left wondering how you could think such a thing.

(1)Why should you get extra experience for being slow anyway? Surely the faster you win the battle the better, why reward tardiness with extra experience per minute. (2)Why should the amount of experience depend on the amount of people killed (except in field battles) when the objective is not to kill the enemy but take or defend the fief, the amount of experience should depend on the fief surely. (3)Whether you take a fief by killing 10000 men or you take it by sneaking through and capping a flag you have ultimately achieved the same goal and should get the same amount of base experience.
"...you should get an amount of experience relative to the number of troops involved". You pretty much blatantly disregard small scale battles or bandit vs. caravan battles. They're almost always going to be very small and in random locations that don't matter to factions.

1. More experience per minute spent playing or overall? Of course you should get more xp overall the longer the battle goes on, as more time is spent playing. Quality or effort exerted should be assumed to be the same regardless of the type of battle. You shouldn't get paid extra for working few hours unless it's harder work.

2.Regardless of what you think, strat ultimately comes down to reducing your opponents tickets to 0, thus kills matter. Until core strat mechanics change and shift the quota, I see no reason for this to change.

3.Implying xp should only be awarded by the end results? I don't like that idea one bit. You can be rolling your opponents for the first half of the battle because you have superior equipment, then run out at the end and have to resort to scavenging. It doesn't necessarily mean you should be penalized for not having enough equipment for your entire troop count. I think it would simply be better to just award bonus XP for capping flags.

EDIT:
I think attackers and defenders should be a different xp gain system, because they have different objectives.
Attackers could have at the start of the battle an "xp timer". Like 1000 tickets starts with 100.000 xp, and if the attackers don't kill any defender for long time, or if they drag for too much time, they loose more and more xp until it reaches 0 and the battle is over (and defenders won).
Can we stop with having xp based on how long the fight goes on? I would think simply losing the battle as an attacker when the current timer runs out would be enough to remove any delaying that goes on. There's no reason to completely pigeon hole everyone into simply rushing their opponents. Playing cautiously and watching your opponent and then reacting is a valuable strategy that we shouldn't try to remove from strategus.
Title: Re: Experience in strategus battles
Post by: Keshian on October 27, 2011, 03:27:15 am
Reinstate xp of battle server of last year based on proximity.  Startegus is about teamwork anyway, so the more coordinated everyone is the more xp they make.  Roughly 200 xp per kill would be 100,000 xp for taking a village max 1 hour.  In 1 hour on the battle server averaging x2 you make 120,000 xp.  This would also favor strategies for winning abttles quickly.
Title: Re: Experience in strategus battles
Post by: 22nd_King_Plazek on October 27, 2011, 03:32:30 am
(click to show/hide)

---
The main problem I have with the alternatives to a set amount of experience per battle is that almost all of them I have seen suggested so far will probably affect how people fight. If the amount of experience is greatly affected by how you act in the battle, whether length or the amount of tickets you kill or whatever it will change how people fight. If the reward is set per battle and the only thing you can do to change the reward is win or get kills without dying then these are the only two things you will promote, and are IMO the only two things that should be promoted.

Anyway Tydeus it seems we disagree on some fundamental points, so I think we are gonna have to agree to disagree.

PS I really think not having enough equipment for your troops is a major commander error and really is something that should be and is in fact already penalised, generally by resulting in terrible defeat.
Title: Re: Experience in strategus battles
Post by: Kato on October 27, 2011, 03:35:09 am
x2 for every minute + bonus xp for winnners

xp only little above average in crpg battle, so xp gain not influence battle strategy and tactics
Title: Re: Experience in strategus battles
Post by: Tydeus on October 27, 2011, 03:49:41 am
(click to show/hide)

---
The main problem I have with the alternatives to a set amount of experience per battle is that almost all of them I have seen suggested so far will probably affect how people fight. If the amount of experience is greatly affected by how you act in the battle, whether length or the amount of tickets you kill or whatever it will change how people fight. If the reward is set per battle and the only thing you can do to change the reward is win or get kills without dying then these are the only two things you will promote, and are IMO the only two things that should be promoted.

Anyway Tydeus it seems we disagree on some fundamental points, so I think we are gonna have to agree to disagree.

PS I really think not having enough equipment for your troops is a major commander error and really is something that should be and is in fact already penalised, generally by resulting in terrible defeat.
Indeed generally it is penalized simply by the lack of success. Not to be confused with simply win/loss. There is such a thing as a strategic victory while still losing a battle. Your system doesn't take that into account. If a 200 troop, well equipped army is attacked by 1000 mildly equipped troops, yet they lose, even if you bleed 999 troops, you aren't rewarded for pulling that off. This is the underlying problem with not looking at what goes on during a battle. I should have actually stated this rather than my example with not having enough equipment.

To sum it up: Such a system would be "good" only if each side going into the battle could be considered equal, if the odds of victory were truly 50:50.
Title: Re: Experience in strategus battles
Post by: Sharky on October 27, 2011, 04:04:53 am
EDIT:Can we stop with having xp based on how long the fight goes on? I would think simply losing the battle as an attacker when the current timer runs out would be enough to remove any delaying that goes on. There's no reason to completely pigeon hole everyone into simply rushing their opponents. Playing cautiously and watching your opponent and then reacting is a valuable strategy that we shouldn't try to remove from strategus.
I guess the reason many people wants to link xp gain on battle time is that we are all sick of battles dragging forever or defenders charging just to finish the battle quick even if it's ovious they'll lose.
You will still be able to camp delay and skirmish, but you will be encouraged to find other ways to fight, so we poor melees we'll have to spend less time sleeping behind siege shields

But maybe what kato proposed (fixed x2 with bonus for winners) would be a better and simpler solution, if put togheter with your proposal ( attacker lose if you reach some "maximum time" shorter then current one possibly)
Title: Re: Experience in strategus battles
Post by: Tydeus on October 27, 2011, 04:15:45 am
I guess the reason many people wants to link xp gain on battle time is that we are all sick of battles dragging forever or defenders charging just to finish the battle quick even if it's ovious they'll lose.
You will still be able to camp delay and skirmish, but you will be encouraged to find other ways to fight, so we poor melees we'll have to spend less time sleeping behind siege shields

But maybe what kato proposed (fixed x2 with bonus for winners) would be a better and simpler solution, if put togheter with your proposal ( attacker lose if you reach some "maximum time" shorter then current one possibly)
Honestly I would be fine with it had there not already been a time limit set on battles. Due to the time limit (Which I think is a better means to the same end), I feel like any more would simply be over kill. Maybe not everyone is aware of this time limit set on battle length? Maybe I was trolled and there is no such limit? In which case, I propose there be one.
Title: Re: Experience in strategus battles
Post by: 22nd_King_Plazek on October 27, 2011, 04:53:56 am


This value XYZ(or Q) would then be ran through some equation to work out given experience depending on how the battle went. Perhaps for example by a ratio for "team kills" versus "team deaths" and some sort of multiplier for winning or losing. So if you win you get more experience and if you get more kills than deaths (as a team) you get more experience, per person.


Indeed generally it is penalized simply by the lack of success. Not to be confused with simply win/loss. There is such a thing as a strategic victory while still losing a battle. Your system doesn't take that into account. If a 200 troop, well equipped army is attacked by 1000 mildly equipped troops, yet they lose, even if you bleed 999 troops, you aren't rewarded for pulling that off. This is the underlying problem with not looking at what goes on during a battle. I should have actually stated this rather than my example with not having enough equipment.

Title: Re: Experience in strategus battles
Post by: Konrax on October 27, 2011, 04:59:32 am
You should get XP/Gold from kills but as an entire team for each individual kill.


Here is a formula for each kill:

1 Gold x (Character level / 5) = 1 - 6

+

Total gear cost /10 (This gear number here may need a bit of tweaking.

+

1 Gold for each kill that player had before being killed. (Enemies cutting your team down will be more valuable kills.)

+

1 Gold for maintaining an equal or positive k/d ratio.

-

1 Gold for maintaining a negative k/d ratio.



XP = Gold value X 20+retirement bonus    (50g to 1000xp in normal servers ratio)


EDIT: Also add some bonus for winning a battle.
Title: Re: Experience in strategus battles
Post by: Dach on October 27, 2011, 05:30:50 am
KISS: Keep It Simple Stupid

What's wrong with x4 by tick like normal battle???  (with gen bonus applicable obviously, otherwise high gen people may not bother...)

To people complaining about x4 being too high... in normal battle server the average is already x2. Also in Strat you don't gain gold... only xp. I think it's a fair bonus for participating in a strat battle.

and maybe add your total xp of the battle x 1.5 (or less) for the winner.

So small or big battle, doesn't matters...

Dragging... fight already have a time limit no?

other objections?
Title: Re: Experience in strategus battles
Post by: arowaine on October 27, 2011, 05:41:10 am
You could just have xp every minute ala the battle server.

First 10 minutes x5
Second 10 minutes x4
Third 10 minutes x3
Forth 10 minutes x2
After that x1

That way small battles still get decent xp, and long battles can get more, up to a certain point, then it drops off, to discourage people dragging it out.


Seems like the simplest way to go about it.

Best idea ever man good job nice idea.
Title: Re: Experience in strategus battles
Post by: LLJK_Korea1 on October 27, 2011, 08:31:41 am
Best idea ever man good job nice idea.

quoting this because im lazy fuck

or static xp ticks x2-4 dont really care what it is unless its x1.

It's simple, it works, why should we sperg some overly complicated system where you have to place apple on the certain branch of certain tree to activate xp, after that pelt pebbles at apple while running backwards but if you drop the apple you lose all the xp.

Interesting, maybe?

Amusing, yes.

Does it really work, No.
Title: Re: Experience in strategus battles
Post by: Black_Charger on October 27, 2011, 09:29:35 am
Fixed amount of XP(like 350 000 for battles with more than 100 tickets,for smaller 150 000), winner get 200 000 ,loser 150 000,it should be divided with amount of kills team has and multiplied by amount of kills someone has,and that's his XP gain. :D
Title: Re: Experience in strategus battles
Post by: chadz on October 27, 2011, 09:34:14 am
Good to see that you can finally see why it's so difficult to implement a proper solution :)

Another thought worth discussing - Should the losing team get less xp than the winning team? Because I'm worried that it will move good players to the side that will most likely win, thus hurting the unbalance even further. Say, a battle 1500 vs 100 - when the 100 fight bravely, should they get less xp than the big army? I don't see the reason, it's not the players fault the guy defending himself had less troops.
Title: Re: Experience in strategus battles
Post by: Matey on October 27, 2011, 09:41:17 am
i wouldnt give any bonus to winning team... too many battles are garunteed victories for attacker since they generally dont initiate fights they cant win.... well... i guess you could do a bit of a bonus for defending team if they win? since defenders are less likely to have an overwhelming advantage unless it was a feint or something... maybe best just to not give a bonus...
Title: Re: Experience in strategus battles
Post by: LLJK_Korea1 on October 27, 2011, 09:46:01 am
imo xp should be static and equal to both sides, all this talk about strategic victories etc is kinda dumb. Isn't it enough if you get you enemy fucked and win a bigger conflict for pulling shit like that, do you really need the game to reward you with extra XP for things like that, like isn't the moral blow against the enemy and land you've taken enough?
Title: Re: Experience in strategus battles
Post by: Vibe on October 27, 2011, 09:47:39 am
Good to see that you can finally see why it's so difficult to implement a proper solution :)

Another thought worth discussing - Should the losing team get less xp than the winning team? Because I'm worried that it will move good players to the side that will most likely win, thus hurting the unbalance even further. Say, a battle 1500 vs 100 - when the 100 fight bravely, should they get less xp than the big army? I don't see the reason, it's not the players fault the guy defending himself had less troops.

Exactly, people would be encouraged to try and join the obviously winning side, resulting in stacking players on one side and not enough on the other. Just keep the XP same for both losing and winning team, this way people can just join the team that they actually want to help, and not the one that will net the most xp.

Also this:

You could just have xp every minute ala the battle server.

First 10 minutes x5
Second 10 minutes x4
Third 10 minutes x3
Forth 10 minutes x2
After that x1

That way small battles still get decent xp, and long battles can get more, up to a certain point, then it drops off, to discourage people dragging it out.

Seems like the simplest way to go about it.
Title: Re: Experience in strategus battles
Post by: Matey on October 27, 2011, 09:50:04 am
yeah... maybe the best way is X troops = 2x, y troops = 3x, z troops = 4x and n troops = 5x... i started it at 2x cause you dont get gold playing strat, so may as well give a bit more xp. as a estimate for variable numbers... maybe less than 100 is 2x, 101-300 is 3x, 301-500 is 4x and 500+ is 5x. (considering the new upkeep and gold system id ont think you will see too many battles with much larger numbers than that... and even if there are... well its still going to be the important battles that have 500+ troops on each side...

*note: it would go off whichever side has the least troops, not the one with most or both combined.

p.s. it is possible for people to use delay tactics to get more xp... but theres usually admins in any larger fight who could kick delayers if people are just blatantly delaying near the end... also since there are time limits on fights, i dont see peope exploiting to get x2 multiplier with small fights since the time limit is like 10-30minutes anyways... though you could always do 50-100 as 2x and less than 50 as 1x
Title: Re: Experience in strategus battles
Post by: Chort on October 27, 2011, 10:36:04 am
You could just have xp every minute ala the battle server.

First 10 minutes x5
Second 10 minutes x4
Third 10 minutes x3
Forth 10 minutes x2
After that x1

That way small battles still get decent xp, and long battles can get more, up to a certain point, then it drops off, to discourage people dragging it out.

Seems like the simplest way to go about it.

but would like to see

First 10 minutes x8  :D
Second 10 minutes x4
Third 10 minutes x3
Forth 10 minutes x2
After that x1
Title: Re: Experience in strategus battles
Post by: Tydeus on October 27, 2011, 11:20:47 am
Finally people are realizing simply giving a bonus to the winners is fail, it's the same with dishing out xp at the end essentially. I fail to see how the system I proposed doesn't meet all of the standards required in this thread, not to say that it's a perfect solution, but rather to get back to focusing on the why/why-not for already proposed ideas. Once we clear up what works and doesn't, we might be able to create a better system.

yeah... maybe the best way is X troops = 2x, y troops = 3x, z troops = 4x and n troops = 5x... i started it at 2x cause you dont get gold playing strat, so may as well give a bit more xp. as a estimate for variable numbers... maybe less than 100 is 2x, 101-300 is 3x, 301-500 is 4x and 500+ is 5x. (considering the new upkeep and gold system id ont think you will see too many battles with much larger numbers than that... and even if there are... well its still going to be the important battles that have 500+ troops on each side...
The issue with this is that it changes the gold per minute depending on the size of the battle. chadz specifically stated he didn't want that to be the case if possible.

Remember to take the following into consideration:
Not Abuseable,
higher than spending the same time on a battle server,
should be the same for either everyone or everyone of your team,
should maybe not discourage fighting in small battles

So if you have a genious idea, shoot :P
If the amount of xp given is dependent upon troop count, either initial, current or final troop count, you're going to end up with a system that either favors large or small battles.
Title: Re: Experience in strategus battles
Post by: Slamz on October 27, 2011, 11:37:37 am
First 10 minutes is x5: best abuse = a series of battles where neither of us brings equipment or fights.  We just stand there for 20 minutes and then retreat.

Flat reward per battle: best abuse = attack with as little as possible and lose as rapidly as possible.

Both of these are too abusable.  I think it makes more sense to tie the multiplier into damage done.


A fixed multiplier of 2.5 or so might be reasonable.  We *could* stand there and do nothing but for 2.5x, we'll be thinking we could maybe get more just by going to the battle server and winning a lot.  So it's abusable, just not very much.


That's where my idea of rewarding based on kill density comes in, along with a time limit for the attackers.  It does force aggression but I don't see where it's abusable.  And kill density could be a factor of how many players there are in the battle.  So to get a x5 multiplier in a 60v60 fight, maybe you need 20 kills per minute, but for a 10v10 fight, maybe you need 4 kills per minute or something like that (with "10" being the minimum, for purposes of the calculation, in order to keep the rewards down for uselessly small fights like 1v1).
Title: Re: Experience in strategus battles
Post by: Casimir on October 27, 2011, 11:45:04 am
Maybe link it to K:D of the team and how well they are doing.

Start of round teams start with x3 (Higher than average multi gained playing battle),  If your team's K:D goes positve (1.5:1) this drops to a x2 and the other team raises to x4.  This encourgaes people not to quit when loosing and seems harder to abuse than some other systems.  XP is only gained when a certain number of kills are achieved per minute.

Logic behind this is that the team which is winnign in the fight would not mind being on a lower multiplier as they are currently dominatign the other team, in a  balanced fight where the K:D is balanced then players will recieve more XP than playing on battle servers and players are less likely to quit when their team is loosing in strategus as they recieve a good amount of XP.
Title: Re: Experience in strategus battles
Post by: LLJK_Simonslays on October 27, 2011, 01:19:50 pm
Good to see that you can finally see why it's so difficult to implement a proper solution :)

Another thought worth discussing - Should the losing team get less xp than the winning team? Because I'm worried that it will move good players to the side that will most likely win, thus hurting the unbalance even further. Say, a battle 1500 vs 100 - when the 100 fight bravely, should they get less xp than the big army? I don't see the reason, it's not the players fault the guy defending himself had less troops.

I don't see any reason to complicate it by having uneven xp, generally the motivation to show up and perform in a strat battle is to advance your own clan's fortunes either by aiding them in battle or showing up to contest a battle waged by their rivals. The xp issue as far as I can see is just to make sure that people show up for the less important battles.

edit- The villages actually paying the merc fee like they're supposed to would be another incentive for defenders to show up
Title: Re: Experience in strategus battles
Post by: Sharky on October 27, 2011, 02:40:23 pm
imo xp should be static and equal to both sides, all this talk about strategic victories etc is kinda dumb. Isn't it enough if you get you enemy fucked and win a bigger conflict for pulling shit like that, do you really need the game to reward you with extra XP for things like that, like isn't the moral blow against the enemy and land you've taken enough?
Exactly. But i think xp nerf for losers shouldn't go too far, otherwise people will be discouraged to sign for losing team.
Title: Re: Experience in strategus battles
Post by: Kato on October 27, 2011, 03:28:37 pm
Still think that bonus for winners is good thing, but need to be implement in similar way as fame in singleplayer.
-  if odds are in your favor you dont get any bonus.
 - even odds - you can get same nice bonus
 - as underdog you can win huge bonus

different bonus for type of battle
1. towns
2. castles
3. village
4. openfield where both side have over 100 tickets
5. small battle, raids


Title: Re: Experience in strategus battles
Post by: marco1391 on October 27, 2011, 03:32:51 pm
This is how I think it should be implemented:I think it should be a composition of 2 factors.
The first factor would be a static multiplier that affect every game for both teams: I propose 1500xp/minute for that.
The second factor would be reliant on both equip and troops, and should be similar to the old strategus xp sistem.The second factor should be based by 40% on troops killing and 60% on equip(max +150% over the base xp per kill)
there should be an equipment cap for xp as 40k worth of gear per player is used(that would consist in the +150% over the 40%)

What needs to be done:establish the average number of kills per minute in a strategus battle(I think the devs already have the number), let's call this akpm.
akpm*x should be equal to 1000
so let's assume the akpm are 10, x, that is the basic xp per kill(without equip), should be one hundred(10*x=1000, x=100)

How I see this working: if we take into consideration the average amount of kills for a strat battles the xp awarded in a normal strat fight would be 1500+1000*equipment factor
so 1500+killsinthatminute*x(akpm)*equipment factor

examples:
two opposing teams camping gets 1500xp and not more
two opposing teams fighting normally(akpm) naked would get 1500+1000*1=2500xp/minute
two opposing teams fighting with 10k gear per player doing the exact akpm would get 1500+1000*1,375=2875 xp/minute
two opposing teams fighting with 20k gear(a lot for strategus standards now) per player doing one and a half the kills on an average battles would get 1500+1500*1.75= 4125xp/minute
two opposing teams fighting with 30k gear doing half the number of kills in an average strat battles would get 1500+500*2,125=2562xp/minute
and so on

why I think this could be a very good system:
-same xp for your team(no idiots trying to get the killing hit to get more exp/bigger e-peen)
-it disadvantages camping teams(1500xp/minute)
-it provides a motivation to fight hard to get a bit more of xp per minute
-it awards xp partially based on the gear of the battle
-it awards xp partially based on the performance of the battle kill wise for your team
-the amount of xp awarded can't change drastically(from 1500 to 6000 per minute on extreme cases, anyway it could be simply capped at 6000/min to avoid any kind of possible exploit)
-it gives motivation to play aganist an high geared team(equip multiplier factor per kill), as well as fighting versus paesants(higher akpm)
-it doesn't discourage fighting in small battles
-In case of spawnrape with naked people even with high akpm(let's say 4x)you still wouldn't get more than 5500xp/minute, and after the retreat has been implemented I don't see how this could be done

the only disadvantage I see is that it could be hard to implement for chadz
duh I just realized I made a wall of text



Title: Re: Experience in strategus battles
Post by: Tristan on October 27, 2011, 03:53:41 pm
I like your suggestion Casimir. We should not look at K:D of each individual but of the team. The idea of supporting class is for the team to make more kills right?

Both sides start with x2, a team gets the upper hand (By like a 20% margin) tip it to x1 and x3. Take an enemy flag gain a x1 extra for 1 min. Retake 3 of your own flags gain x1 for 3 min. Etc. etc.
Title: Re: Experience in strategus battles
Post by: mandible/splinteryourjaw on October 27, 2011, 04:02:22 pm
xp is standard 10k per ticket up to an equal number of defender tickets (for ex. village would be 500+500 or 1,000 tickets).

Attacker's side will usually have more so these tickets only give 2.5k per ticket so:

 (2(number of defender tickets) + (number of attackers tickets - number of defender tickets).25)10000= total amount of xp available.

This amount is the total pool of xp available and is split among participants at battles end in the following percentage: positive K/D 125% neg K/D 75%.

so on a battle of 500 vs 500 (with 30:60 fighters) xp would equal 1000*10000=10,000,000/90= approx 111,111 xp per battle or those with +k/d getting 138889 and - k/d = to 83333

 
Bigger battles would take more time, thus demanding more tickets, and as such the xp would increase relative to the troops/tickets needed to fight the battle per the formula.

And when the attacker side is actually smaller than the defender some sort of if/then or null would have to be incorporated.

You could also incorporate a component that tracks time actually played to prevent those from entering the server real late just for the xp.

I might also consider granting up to 75% of the total xp periodically during the battle...just in case somebody gets disconnected from the server they won't lose everything.

Support class arguements are viable in battle, but in strat battles the support class needs to be a little more battle aware.  I don't get a lot of kills as a support/battle archer (who doesn't carry a melee), because I mainly try to wound as many as I can before they engage my teammates or I engage other archers who are shooting at my team; regardless my K/D on the strat battles I played is 59/21............ssssssssooooooooooo I would still get the +k/d bonus.
 

or you can change the larger army's tickets xp value, only the number of tickets over the defender's ticket number, so that it offers more than 100% rewarding the combantants for the smaller army actually getting a higher k/d than the larger army.

Some type of set xp would be much easier though.
Title: Re: Experience in strategus battles
Post by: Beans on October 27, 2011, 04:48:56 pm
Why do we need to give out XP at all? People flock to strat battles even without XP, no need to create complicated work for yourself.
Title: Re: Experience in strategus battles
Post by: Konrax on October 27, 2011, 04:56:52 pm
After I got 250 xp last night for a strat battle I was a bit disappointed that I could have just played in a normal server for exactly 1 minute and got more xp.

Since I am currently factionless I don't have any specific reason to fight in strat other then for fun (which is is pretty damn fun) but I would also like to see my character progressing somehow.
Title: Re: Experience in strategus battles
Post by: Thax on October 27, 2011, 05:23:07 pm
While you are deciding this and working out a complicated system can we at least get x3 in strat for the moment?
Title: Re: Experience in strategus battles
Post by: SPQR on October 27, 2011, 05:25:01 pm
What if you just do a straight 2.5x for everyone +100 bonus xp for every kill for everyone, regardless of whos side they were on?

In an hour fight with 1000 casualties (average village fight) you'd get 250,000xp.

That way:
A) Defenders show up even if they know they'll lose cause they'll still get xp from their deaths and any kills they manage to get
B) Small battles get less xp overall than big battles, but are shorter (presumably) giving approximately the same xp/minute
C) Doesn't reward k/d ratios which is already such a big factor in hiring that many regular joes can't get hired for strat battles at all
D) Is not some byzantine equation that will confuse people. They can look at a battle and approximate how much xp its worth.
Title: Re: Experience in strategus battles
Post by: Gisbert_of_Thuringia on October 27, 2011, 05:32:12 pm
I don't like your suggestion Casi^^

1. Why should the team, that kills more due to better equipment, preperation etc get less xp than the other team?^^
2. Wouldn't that lead to people choosing the team that will most likely lose? Like a neutral village with shit equip? Regardless whether they lose in the end, they would get x4 the whole time and the attackers would get x2? o.O    Naaahhh


I agree with chadz and Vibe, that neither the winning nor the losing team should get any xp bonus. Both sides fight very hard and try (or at least should try) their very best and it wouldn't be nice to be punished for losing after maybe 2 hours of fighting, just because you had worse equipment and not a fully organised clan behind you :/
Title: Re: Experience in strategus battles
Post by: Wallace on October 27, 2011, 05:44:51 pm
Maybe victory in certain things could reward and end round mass bonus

Siege:Attacker - 400,000
Siege:Defender - 200,000
Battle:Attacker - 150,000
Battle:Defender 300,000

Of course these values can be altered and have a variable

Example: 100,000 xp/500 troops conquered for siege while on attack... I think this would both be a heavily rewarding system and at the same time not allow abuse such as creating a 1 v 1 siege scenario back and forth to mass farm xp

Edit: toss a 25-40% bonus to the losing team so people dont simply sign up for a guaranteed win and blow off signing up for a shitstorm

Another thought worth discussing - Should the losing team get less xp than the winning team? Because I'm worried that it will move good players to the side that will most likely win, thus hurting the unbalance even further. Say, a battle 1500 vs 100 - when the 100 fight bravely, should they get less xp than the big army? I don't see the reason, it's not the players fault the guy defending himself had less troops - chadz

My thoughts are if someone is running of alone with no sense of support from allied troops that is the risk you run... it is currently happening to my alliance and in no way do I feel that we should be rewarded for having a runner leave the safety of the pack
Title: Re: Experience in strategus battles
Post by: Keshian on October 27, 2011, 05:46:42 pm
Im concerned with the time based one.  Because there is a huge benefit to signing up for all battles, showing up the first 10-20 minutes and then ditching when it switches to x1 (im looking at you neutral fief applicants).  Also, sieges which are anturally longer would see tons of mercenaries deserting once it switches over to x1, especially on the neutral defending side.  It creates the wrong instigace.  What we need is a fixed system of xp based on numbers of troops and the benefit to finishing a battle quickly is that you got that xp in less time so you made more xp per minute. 

So 1000 v 500 (which currently is max 1 hour) would give 100,000 xp (200 per troop of the smaller of the two forces).  If you take the full hour it would be essentially a 1.6x multiplier, but if you got it done in half an hour it would be essentially a 3.2x multiplier.  So sound tactics that bring victory more quickly would be rewarded.  OR it could be 100 xp per troop killed on both sides.
Title: Re: Experience in strategus battles
Post by: Elmokki on October 27, 2011, 05:51:39 pm
What if you just do a straight 2.5x for everyone +100 bonus xp for every kill for everyone, regardless of whos side they were on?

In an hour fight with 1000 casualties (average village fight) you'd get 250,000xp.

That way:
A) Defenders show up even if they know they'll lose cause they'll still get xp from their deaths and any kills they manage to get
B) Small battles get less xp overall than big battles, but are shorter (presumably) giving approximately the same xp/minute
C) Doesn't reward k/d ratios which is already such a big factor in hiring that many regular joes can't get hired for strat battles at all
D) Is not some byzantine equation that will confuse people. They can look at a battle and approximate how much xp its worth.

This is actually a very interesting idea. Along with the points given it is fairly plausible. The more carnage there is, the more collective learning there is. This wouldn't necessarily make npc village defenders just die in droves to get quick xp either, since the more your team kills the more xp  you (and every single other player on the server) gets.
Title: Re: Experience in strategus battles
Post by: Ozin on October 27, 2011, 06:15:29 pm
Every tick all players get x1 xp, gen bonus i applied to this only. Two bonuses will also be calculated for each team at the end of the battle. The first would take the amount of lost troops for both armies into account and gets bigger the longer the battle lasts. The second compares the average equipment cost for both armies, to somewhat counter the first bonus being too friendly to well equipped armies facing peasants. Note that the second bonus does not have battle duration as a factor.

First bonus: duration * x * (enemyLosses/selfLosses)
Second bonus: selfLosses * y * (averageEnemyEquipmentCost / averageSelfEquipmentCost)

The x and y constants should be tweaked to balance these out, and give an appropriate amount of xp.



Example: xp for a player defending an AI village against a 1000 troop enemy army with superior equipment. Defenders lose all (500) troops, attackers lose 400 troops. Duration 60 minutes.

Defenders:
Xp before bonus: 60 * 1000 = 60k
Bonus 1: 60min * 1000xp * (400troops/500troops) = 60k * 0.8 = 48k xp
Bonus 2: 500troops * 25xp * (600g / 350g) = 12.5k * 1.71 = 21.4k xp
Total: 119k xp

Attackers:
60 * 1000 = 60k xp
60k * 1,25 = 75k xp
400 * 25 * 0.58 = 5.8k xp
Total: 140k xp

edit: I guess a third bonus could be given to the winners. Perhaps something along this: (duration^0.90) * 300. Would give 22k extra xp to winners after a 2 hour fight, 12k after 1 hour etc.
Title: Re: Experience in strategus battles
Post by: 22nd_King_Plazek on October 27, 2011, 07:23:18 pm
If you do not reward victory you run the risk of creating a system whereby people do not care about whether they win or lose. Who will then act in a corresponding manner.
Title: Re: Experience in strategus battles
Post by: Tristan on October 27, 2011, 09:10:11 pm
I don't like your suggestion Casi^^

1. Why should the team, that kills more due to better equipment, preperation etc get less xp than the other team?^^

Of course they should. Listen... Better preperation should be rewarded. Lucky those who are accepted for fighting on their side.

And no, the way I revised Casi's system it should not be abusable.
Title: Re: Experience in strategus battles
Post by: Ozin on October 27, 2011, 09:16:48 pm
If you do not reward victory you run the risk of creating a system whereby people do not care about whether they win or lose. Who will then act in a corresponding manner.

I don't know if you were replying to my post, but what I suggested does reward those that fight well, even if the team will ultimately end up losing. I guess a third bonus could be given to the winners. Perhaps something along this: (duration^0.90) * 300. Would give 22k extra xp to winners after a 2 hour fight, 12k after 1 hour etc.
Title: Re: Experience in strategus battles
Post by: 22nd_King_Plazek on October 27, 2011, 09:55:34 pm
I was just making a general statement :P

A lot of people have been suggesting winners should not be rewarded which sounds pretty lame to me.
Title: Re: Experience in strategus battles
Post by: SPQR on October 27, 2011, 10:00:42 pm
If you do not reward victory you run the risk of creating a system whereby people do not care about whether they win or lose. Who will then act in a corresponding manner.

What?

Clans care about whether they win or lose and hire people who care. The XP is just a bonus.
Title: Re: Experience in strategus battles
Post by: Casimir on October 27, 2011, 10:03:44 pm
I don't like your suggestion Casi^^

1. Why should the team, that kills more due to better equipment, preperation etc get less xp than the other team?^^
2. Wouldn't that lead to people choosing the team that will most likely lose? Like a neutral village with shit equip? Regardless whether they lose in the end, they would get x4 the whole time and the attackers would get x2? o.O    Naaahhh


I agree with chadz and Vibe, that neither the winning nor the losing team should get any xp bonus. Both sides fight very hard and try (or at least should try) their very best and it wouldn't be nice to be punished for losing after maybe 2 hours of fighting, just because you had worse equipment and not a fully organised clan behind you :/

Well it is the obligation of the attackers to fill their own roster, this is normally achieved where as villages before have often not.

And its not about how much sense the system makes in term of the game but more in terms of the game play, problem with old strat was that many people would quit if their team began to loose leading to a crushing defeat even though they still could easily have won.

Attackers are more likely to stay because a.) their faction / clan is doing well and is improving in strat b.) if they are on an x1 or 2 they will probably be getting lots of kills which is satisfying :)
Title: Re: Experience in strategus battles
Post by: 22nd_King_Plazek on October 27, 2011, 10:05:58 pm
What?

Clans care about whether they win or lose and hire people who care. The XP is just a bonus.

AI Village/castle/town defence and random mercs that for whatever reason may not care.
Title: Re: Experience in strategus battles
Post by: Digglez on October 27, 2011, 10:21:23 pm
AI Village/castle/town defence and random mercs that for whatever reason may not care.

mercs might care if the AI actually payed instead of welching.  have to stay for duration of battle to be paid, easy
Title: Re: Experience in strategus battles
Post by: Slamz on October 28, 2011, 08:44:51 am
Maybe link it to K:D of the team and how well they are doing.

Start of round teams start with x3 (Higher than average multi gained playing battle),  If your team's K:D goes positve (1.5:1) this drops to a x2 and the other team raises to x4.  This encourgaes people not to quit when loosing and seems harder to abuse than some other systems.  XP is only gained when a certain number of kills are achieved per minute.

Logic behind this is that the team which is winnign in the fight would not mind being on a lower multiplier as they are currently dominatign the other team, in a  balanced fight where the K:D is balanced then players will recieve more XP than playing on battle servers and players are less likely to quit when their team is loosing in strategus as they recieve a good amount of XP.

The abuse for this system would be to just intentionally throw the match, especially in a village defense.  "I don't care about this village, I just want my x5!  CHAERGE!!!"  Some people would try to make your team lose because they'd rather have the loser reward than the winner reward (or they realize they are going to lose anyway and just want to maximize it).

I don't think K:D should be used as a measure anyway.  If you get to something like 200 deaths and 50 kills, you know that's probably not going to get turned around to anything positive.


...

Actually, what COULD work and might be an improvement over my original idea as well is a minute-by-minute K/D reward system (or, say, K/D calculated and reset every 3 minutes).

So during this 3 minute period, your team's K/D is 3:1.  Big reward.
During this next 3 minute period, your team's K/D is 1:2.  Smaller reward.

It could be something like:
(no kills) = x1 multiplier
1:3 KD or worse = x1.5
1:2 KD = x2
1:1 KD = x3
1.25:1 KD = x3.5
1.5:1 KD = x4
2:1 KD = x5
...?

("0 deaths" would be treated as 1 for the purpose of K:D.  So 3 kills and 0 deaths = 3:1 reward.)


We could also take an element of my "kill density" concept and say that for the x5 reward, you not only need a 2:1 K/D for your team, but you also need to have killed some minimum number of enemies (perhaps a percentage of tickets, or a percentage of people on the roster.  That way, if it was 50vs50, you can't just literally kill 2 people and then hang back -- you'd have to meet the K:D requirement as well as a minimum kill rate to qualify.


The point of resetting the K/D calculation is that even if your team sucks it up for the first few cycles, you don't need to overcome your total K/D, which is in the pits -- you just need to do well for the next cycle.


In summary, I vote we just lock chadz in a room with no food until he comes up with a solution.  I predict it will take no more than 6 hours.
Title: Re: Experience in strategus battles
Post by: MadeForFighting on October 29, 2011, 12:02:33 am
I strongly disagree with all the ideas proposing bonus experience for kills. That will encourage unorganized randoms just to blindly charge in and waste tickets in hopes they will manage to get some kills. The simplest solutions are best : standard ticks like the crpg servers have, x2/x1.8/x1.5 (whatever the dev team decides) and thats it. I dont see a way of abusing it other than being AFK.
Also, some classes would not be treated fair by the xp based on k/d system. An ultra-annoying horse archer is applying pressure on the enemy team, does some random damage and is annoying like hell, but does not usually score a crazy amount of kills, usually less than other classes would. He still contributes to the team, just in a diffrent way.
Or some other scenario - a shield wall in a choke point is holding their ground while archers shoot the enemies from the walls. Archers wipe out everything, but that would not be possible without the shielders holding enemies down. Lots of other examples could be made, but you propably get the point.

Rewards for the winning team are silly, if strategus will eventually provide more experience than normal battle servers its a big enough profit to participate, no need for others. Noone needs motivation to want to win.  :D
Title: Re: Experience in strategus battles
Post by: Tydeus on October 29, 2011, 08:34:58 pm
If you do not reward victory you run the risk of creating a system whereby people do not care about whether they win or lose. Who will then act in a corresponding manner.
Whatever happened to strat gold for mercs? I thought that was there to incentivize winning a strat battle. Of course currently no one is paying a damned thing for mercs because gold is so hard to get. Maybe we should bring this into the conversation as well?

(click to show/hide)
I think the majority of people talking about K:D are talking about team ratios, not personal. Which is completely different.
Title: Re: Experience in strategus battles
Post by: Spa_geh_tea on October 29, 2011, 09:33:36 pm
Perhaps a moral bar.....like shogun. Everyone starts at base x3 or x2 and can improve moral with kills flag caps or flag returns and the other teams moral drains respectivly. So, after every minute a distribution of the moral is tossed out with the x2, then reset back to even but whoever had the greater moral gets a plus x1. So during the battle a team after 5min could have a x5 plus moral distributions. Whether or not the multiplier is appplied to gen or the moral distribution is subject to chadz. Everyone gets at least x2 plus distribution but the better team gets more. So, losers of the battle could potentily gain more xp over the duration of the battle than winners.
Title: Re: Experience in strategus battles
Post by: 22nd_King_Plazek on October 30, 2011, 01:05:16 am
Whatever happened to strat gold for mercs? I thought that was there to incentivize winning a strat battle. Of course currently no one is paying a damned thing for mercs because gold is so hard to get. Maybe we should bring this into the conversation as well?
I think the majority of people talking about K:D are talking about team ratios, not personal. Which is completely different.

Strat gold is nice, for people actively involved in strategus. However for the average mercenary simply joining a stategus battle for fun, a pretty small incentive. CRPG gold is much better for those players. Of course amongst alliances and mercenary pacts it seems quite common that people fight for free anyway.

The best reward? The experience. Like Strategus 1, no one cared much about the gold they just wanted the XP. People wanted to fight these battles, a lot.

Although the gold is an important part I think, especially this strat with the low gold count, for strat faction members, the gold would really speak.
Title: Re: Experience in strategus battles
Post by: RandomDude on October 30, 2011, 02:01:25 am
I suggest one of 2 ways

1: Xp based on lvl of enemy killed, given to everyone on your team (receive at end of map)
2: Xp per kill. More dead troops = more xp.

The only exploits my tiny mind can think of would be 1 faction fighting itself with naked men wielding wooden items but then the same could be said for any xp mode right?
Title: Re: Experience in strategus battles
Post by: Bashere on October 30, 2011, 04:59:44 am
What is even the point of xp in strat battles? It does not transfer to crpg does it? If your strat char leveled you have no way of spending their points? Also if I retire and go a diff build does my strat char change too? Does it stay always on par with my current crpg char?
Title: Re: Experience in strategus battles
Post by: FRANK_THE_TANK on October 30, 2011, 06:02:59 am
How about a gold boost for not dieing? Instead of incentivising kills, not dieing should be incentivised. Nothing is going to make you not want to die more than loosing potential fun money.

Have everyone start with 1k and for each death loose 100 gold until they have none left.

Obviously the vast majority of battles will see no one get a bonus but your going to stick by your shield wall a shit load more if it could it earn you 1k.
Title: Re: Experience in strategus battles
Post by: Digglez on October 30, 2011, 06:11:40 am
How about a gold boost for not dieing? Instead of incentivising kills, not dieing should be incentivised. Nothing is going to make you not want to die more than loosing potential fun money.

Have everyone start with 1k and for each death loose 100 gold until they have none left.

Obviously the vast majority of battles will see no one get a bonus but your going to stick by your shield wall a shit load more if it could it earn you 1k.

Rewarding not dieing (aka hiding for leechers) is as bad as rewarding kill whoring.  The only thing that should matter is TEAM.  Average equipment value could be a possible figure.  I say give x3 and be done with it
Title: Re: Experience in strategus battles
Post by: Jacko on October 30, 2011, 06:54:31 pm
Haven't read trough all of the pages so if something similar has been said just ignore this.

2,5 experience per tick.

Winner gets a bonus based on ( equipment / troops ) x total amount of troops, or something similar based on troop worth. 

The more troops and equipment spent, the higher the bonus. So simply retreating directly will only earn you experience for the ticks you "earned".
Title: Re: Experience in strategus battles
Post by: Bjarky on October 30, 2011, 07:12:01 pm
What is even the point of xp in strat battles? It does not transfer to crpg does it? If your strat char leveled you have no way of spending their points? Also if I retire and go a diff build does my strat char change too? Does it stay always on par with my current crpg char?
xp is connected to one char.
your crpg main is the strat char.
this means that everything you do with your crpg main build also affects your strat char in battles.
Title: Re: Experience in strategus battles
Post by: Spa_geh_tea on November 02, 2011, 06:02:49 pm
Perhaps a moral bar.....like shogun. Everyone starts at base x3 or x2 and can improve moral with kills flag caps or flag returns and the other teams moral drains respectivly. So, after every minute a distribution of the moral is tossed out with the x2, then reset back to even but whoever had the greater moral gets a plus x1. So during the battle a team after 5min could have a x5 plus moral distributions. Whether or not the multiplier is appplied to gen or the moral distribution is subject to chadz. Everyone gets at least x2 plus distribution but the better team gets more. So, losers of the battle could potentily gain more xp over the duration of the battle than winners.


Different approach that got no feedback.....:/ good bad anything?
Title: Re: Experience in strategus battles
Post by: Penitent on November 03, 2011, 04:37:41 pm
Just add a constant 3x tick.  It's simple, we know it works, and its more rewarding than normal battle/seige.  At the very least add it in the meantime until something permanent is put in?
Maybe give a bonus at the end for the winning side.

I'd like to note that all xp systems will be abusable somehow.  It's just how people are, they will find a way.  You can even exploit and leech on the normal crpg servers if you are clever.  It's not game-breaking though.  It's controlled.

We must not let the possible exploitation of a few ruin the experience for the many!

I think a constant 3x is the best solution to implement for now.  If there are a lot of "faction vs same faction" battles coming up, and leaching is suspected, just have an admin drop in and make sure nothing illegal is happening.

A possible solution to inner-faction leeching:
(regardless of what system is finally implemented):
Half the amount of xp earned for "faction vs. same faction" battles.  This can simulate the devastating moral loss of a civil war, and also discourage leeching tricks.  At the same time, it keeps the possibility open for a real civil war to break out if someone so desired...though of course the penalty would make it undesirable.

If this above penalty is included with my idea of a 3x tick...it would make it a 1.5x tick.  This would make it slightly worse than just playing crpg battle/siege, so it is unlikely this would be abused (why waste time if you can just hop on battle and do better?)
Title: Re: Experience in strategus battles
Post by: Remy on November 03, 2011, 05:15:39 pm
An ultra-annoying horse archer is applying pressure on the enemy team, does some random damage and is annoying like hell, but want to win.  :D

<3

Yes!

I cannot count the number of rounds where I only get two or three kills, but I have managed to dehorse a large portion of the enemy team or performed hit and run tactics on the infantry blob.  :P
Title: Re: Experience in strategus battles
Post by: Kajia on November 04, 2011, 06:55:57 pm
Just add a constant 3x tick.  It's simple, we know it works, and its more rewarding than normal battle/seige.  At the very least add it in the meantime until something permanent is put in?
Maybe give a bonus at the end for the winning side.

I'd like to note that all xp systems will be abusable somehow.  It's just how people are, they will find a way.  You can even exploit and leech on the normal crpg servers if you are clever.  It's not game-breaking though.  It's controlled.

We must not let the possible exploitation of a few ruin the experience for the many!

I think a constant 3x is the best solution to implement for now.  If there are a lot of "faction vs same faction" battles coming up, and leaching is suspected, just have an admin drop in and make sure nothing illegal is happening.

A possible solution to inner-faction leeching:
(regardless of what system is finally implemented):
Half the amount of xp earned for "faction vs. same faction" battles.  This can simulate the devastating moral loss of a civil war, and also discourage leeching tricks.  At the same time, it keeps the possibility open for a real civil war to break out if someone so desired...though of course the penalty would make it undesirable.

If this above penalty is included with my idea of a 3x tick...it would make it a 1.5x tick.  This would make it slightly worse than just playing crpg battle/siege, so it is unlikely this would be abused (why waste time if you can just hop on battle and do better?)

Listen to the man!
I agree like with all points.
+1
Title: Re: Experience in strategus battles
Post by: Gristle on November 20, 2011, 05:35:55 pm
This thread was posted almost a month ago. Experience is still terrible. Can we at least get an update? We have here 6 pages of feedback that seem to have been forgotten.
Title: Re: Experience in strategus battles
Post by: Smoothrich on November 20, 2011, 08:53:59 pm
I dunno man I think they gave up.  Strategus gives shit exp, no gold, and the "economy" never took off and everyone uses peasant armor and worthless shields yet buy the best loomed bows they can afford because they can be picked up and reused infinitely, which 2 shot everybody.  Also, cav was removed completely.  Strat is worse then it has ever been, its nothing but tedious browser based bullshit and extremely unfun and imbalanced battles.
Title: Re: Experience in strategus battles
Post by: Keshian on November 20, 2011, 09:01:12 pm
I dunno man I think they gave up.  Strategus gives shit exp, no gold, and the "economy" never took off and everyone uses peasant armor and worthless shields yet buy the best loomed bows they can afford because they can be picked up and reused infinitely.  Strat is worse then it has ever been.

I actually have to agree, the battles have never gotten better from the shit peasant battles at the start.  So much tactical ingenuity is made defunct and it becomes a pewpew fest when an entire class (cavalry) is nullified.  Our clan is one of the most actively trading clans and horses, even with more money, are just novelty items because theya re so ridiculously expensive.  Lance and horse are both very very expensive and you can get 20 masterwork horn bows for the same price of 1 mounted rider.  In strat 2 equipment was actually rather balanced in the first 90% of the game (before gold nerf), where rounceys were at least actively used but were by no means too common and you could afford lower end medium grade armor (think lamellar, cavalry robes), so ranged was not quite as powerful.

Basically the prices of all items need to be reduced by a 1/4th (with maybe ranged gear only dropping by half), back to the way they were and it can be like this again (though with an even more stringent budget) as gold production is still significantly lower.  Its the problem with changing too many things at once - you jump from one extreme to the other (strat 1 to strat 3) and ignore the balanced version in-between.

This si all coming from ana rcher, so dont tell me its based ona  bias for cavalry (my arch-nemesis).
Title: Re: Experience in strategus battles
Post by: Thucydides on November 21, 2011, 07:34:20 pm
seriously strat isn't even fun anymore. Its a pew pew fest and even as a hoplite the shitass shields we have does nothing to prevent the pewing.

 CRPG is set in prehistory. No one has managed to discover horseback riding or bronze working :/.
Title: Re: Experience in strategus battles
Post by: Keshian on November 21, 2011, 07:57:24 pm
Yes, and nerfing archery is not going to fix things.  For once you need to buff - make horses and armor half their current price at least as they are inordinately expensive compared to weapons.  With such a forced money shortage as Strat 3.0 has been, these items get left to the wayside as weapons are reusable and more important in a  battle.  Please patch and fix so Strat 3.0 cana ctually be fun instead of one very long drawn out merchant empire game with a few tiny skirmishes.
Title: Re: Experience in strategus battles
Post by: Thucydides on November 21, 2011, 08:18:15 pm
reverting back to having damage type based on bow and not arrows would be better. Longbow would finally be useful and pragmatic.
Title: Re: Experience in strategus battles
Post by: Keshian on November 21, 2011, 08:29:32 pm
reverting back to having damage type based on bow and not arrows would be better. Longbow would finally be useful and pragmatic.

Wouldnt change much for strategus, just battle server as pierce arrows not even used in strategus as waste of money when everyone lightly armored.
Title: Re: Experience in strategus battles
Post by: The_Angle on November 21, 2011, 09:20:06 pm
I dunno man I think they gave up.  Strategus gives shit exp, no gold, and the "economy" never took off and everyone uses peasant armor and worthless shields yet buy the best loomed bows they can afford because they can be picked up and reused infinitely, which 2 shot everybody.  Also, cav was removed completely.  Strat is worse then it has ever been, its nothing but tedious browser based bullshit and extremely unfun and imbalanced battles.
Title: Re: Experience in strategus battles
Post by: Graf_Hodenschaf on November 23, 2011, 08:07:52 am
Hmm, if you would get xp/gold timebased, then some battles will take maybe much longer than now just to get as much as possible.

There is one point which i personally dont like: people who quit the battle because there is no hope for a win - so one possibility could be that you will get xp/gold only when you were part of the battle for the full time!!!!!!

Killbased xp/gold is also a possibility, so every1 will give his best. On the other side, i guess some guys will switch to an build who dominates...


Title: Re: Experience in strategus battles
Post by: Segd on November 30, 2011, 12:00:44 pm
Full xp removing was nice move. Gives me more time to play Skyrim than Strat.
Title: Re: Experience in strategus battles
Post by: Crob28 on November 30, 2011, 12:58:16 pm
http://forum.c-rpg.net/index.php/topic,21149.0.html

my idea  :)