cRPG
cRPG => Suggestions Corner => Topic started by: Khalim on March 22, 2011, 06:47:02 pm
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Playing CRPG for many hours I just have to see that, the Mod has become incredible boring.
There is no motivation at all. It is not possible to gain anything in a reasonable amount of time(And I am a power gamer)
I speak of the Xp system, which ruins the game. I cant understand why people support this. It takes just much too long to get heirlooms.
As a player who started before the patch you are absolutly fu**d. You have to play, ehm, WAIT, for ~350 hours to have a maxed heirloomed weapon, while others could reach a high genreation with ease. That is too much, even for a player who spents severeal hours a day.
I know nobody cares, when I will delete my character, but I want to express my anger which the stupidness a cool mod can be destroyed with such a change.
I dont know how the mod was before the patch, but I cant imagine that it is now considerable better.
CRPG->Garbage Pin
as there is nothing which rewards skill, which is absolutly essential for a motivating game.
Edit.: Would somebody be so kind and tell me how I can delete my forum account? ;)
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In short whats your problem??? You cant get omfg heirlooms every 2 days???
Reward for Skill -> Kills
Reward for time -> Heirlooms
My reward for playing -> Fun (while getting better skills & heirlooms)
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You don't have to be level 35 and max heirloomed weapons and armor to be a killing machine in this game. Actually around level 20 gen 1 you can dominate but only if you got skill. And that comes from playing the game and mostly having fun.
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Problem is, there isn't enough motivation to play. (at least for me folks)
I agree with the OP.
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what are you talking about?
Your arguments are just mickey-mouse like. I dont want to get level 35?!? I just want to have heirlooms, which take much too long to get.
Another problem is, that you are "caught" in one character class too long as you cannot switch without lossing bonus.
So I am better off playing Native with SP-Mods if I want RPG.
Cant you understand my thoughts? The game just takes too long to get something. take VARGAS calculator to see how many hundreds of hours(!) you will need to have a weapon fully heirloomed. This is just demotivating.(The time cannot be influenced by your own skill, which is much worse then the pure amount of time)
Also it is a mess, that the game favours player you do kamikazeleeching. Doing nothing and use ALT-TAB is the best method to advance in the mod, that should not be possible. It is a huge gamedesign fault.
Dont argue with me, I am absolutly convinced that this aspect(the XP-System) of this mod is PURE BULLSHIT. It is just one aspect, but it ruins the whole mod which would actually be nice.
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The new level system is not bad apart of 30-31 which takes far too long but apart of that leveling pace is fine.
Imo bring back the 1 week cooldown on heirlooms and lessen how much it takes for 30 to 31.
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i prefer old system thb
this system premiate no one, and expecial not premiate skill.
imho we need a hybrid between exp/gold for kill, and general xp/gold
also retirements should be slower not faster.
imho gen 1-5 should be faster (so ppl can feel the gap between new and old player faster)
5-10 and more give a bonus on upkeep (so ppl will retire more slowly, but slowly (-10% xp for gen until max malus of dunno 500xp/min or 1000/min but gain more ability to upkeep equip) even a 2% for gen. should be cool.
whit that system a gen 20, get like 450g at x5, where a gen 1 get 350g, DIFFERENCE IS NOT THAT BIG, but allow an older player to upkeep on average 15k more of equip
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i prefer old system thb
this system premiate no one, and expecial not premiate skill.
imho we need a hybrid between exp/gold for kill, and general xp/gold
+1
Reward personal skills as well, winning is not even satisfying now, really.
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i like the upkeep system atm and i do like the xp system (an no AFKing doesnt help as you dont get the x5)
The only problem i see is how hard it is to get to gen 5 etc in the first place. The first few generations shouldnt be as hard and the xp bonus at higher gens is just BS and needs adjustment. As for it being based on kills that just means when im fighting someone im going to have 4-6 team mates jump in with lolstabs or overheads trying to steal the key and then some dumb fuck sideswings and i either lose a ton of health or die.
rewarding personal skill would be very hard as K:D doesnt show skill when you can kill steal or play a support class and do a lot of damage and get fewer kills
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An assist system would be veeery nice. Yes?
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i like the upkeep system atm and i do like the xp system (an no AFKing doesnt help as you dont get the x5)
The only problem i see is how hard it is to get to gen 5 etc in the first place. The first few generations shouldnt be as hard and the xp bonus at higher gens is just BS and needs adjustment. As for it being based on kills that just means when im fighting someone im going to have 4-6 team mates jump in with lolstabs or overheads trying to steal the key and then some dumb fuck sideswings and i either lose a ton of health or die.
rewarding personal skill would be very hard as K:D doesnt show skill when you can kill steal or play a support class and do a lot of damage and get fewer kills
i play many times with 160k+ of equip doing 40:5 my team lose and i get punished even if i do a great job, yeah very cool system for reward good player and skill, if i win? your mister afk at spawn get the 5x that i worked and risked a shitload of upkeep for
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i play many times with 160k+ of equip doing 40:5 my team lose
and i get punished even if i do a great job, yeah very cool system for reward good player and skill
This.
Round starts, my team almost dies. Me and my mate manages to defeat all the enemies. We win.
* Watches repair costs *
visitors can't see pics , please register or login
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i think there should probably be some sort of compromise :P Do we really want the elite players to be running round in gear 5x better then everyone else? An assist counter would be nice
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withouth consider that main point of an rpg, is grow and develop a char, together with his equip
i started a friend to crpg 3 day ago he already buyed all plates, charger , etc. and he cant use it.
crpg losed deepness with this xp/gold system. together with much willing of the player to develop theyr char (yes include aiming and dreaming for a nice equip)
Chad say he wanna remove the grind and make crpg more accessible to new player, he got the opposite, he bored to hell the old player, removing all theyr willing to grind, since there is nothing to accomplush, and made also the grind harder and longer , for the new players.
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To be fair, every complaint has to do with battle which is not the point of cRPG.
cRPG was built for Strategus, and I would like to point out that Strategus only cares about your level, and you do not get to use your mighty 7,000 heirlooms.
The reason why the game is encountering so many problems is because the whole point of cRPG is offline. When (be it one month or eight) Strategus comes back online no one will really care all that much for the Heirlooms, thought the XP will be a small problem until fixed due to the Gen Bonuses on leveling.
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I do agree that under the old system it was much harder to gain great items. but then the game just hits stalemate with everyone in plate :P its hard to find a good middle ground and for that i do not envy chadz
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I do agree that under the old system it was much harder to gain great items. but then the game just hits stalemate with everyone in plate :P its hard to find a good middle ground and for that i do not envy chadz
bullshit
majority of ppl not where playng in plate plate user where a minority, expecial becouse playng on plate required much ,much levels, or you where very slow, consider i played all my crpg life with no cav, and only tryed mameluk on last 2-3 weeks of old crpg. and i never feeled the needs to play as cavalry.
a fucktard idea? wpf bonus from gen, that allowed ppl in plate to remove the plate malus. (a very fallacious development imho)
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Problem is, there isn't enough motivation to play. (at least for me folks)
I agree with the OP.
I agree as well. Here's my problem: I play mount&blade for the combat system which too me is alot of fun. I play cRPG to add goals to the mount&blade combat system. Here's how a typical character goes for me: start as peasant, reach lvl15 and buy cheap gear set (20k) at which point I start becoming moderately effective. Reach lvl20-25, buy good gear (30-40k) and reach full potential. The next 5 lvls take long and bring minimum improvements, a couple of skills points don't make that much difference to how good I do and I already have all the gear that I want. The only goals left at that point is get insanely expensive gear that I can only use very occasionally or go for retirement and get a minor improvement to a weapon.
I have more than 10 alts, all of them lower than 30, only 1 of which is retired (pre-patch retirement as well), just because the end game doesn't hold enough to interest me. At the same time those people who already have retired are only retiring faster and faster, which means that even if I force myself to grind to lvl31, the improvement that I get from retiring is absolutely meaningless.
chadz already said that he didn't like the way retirement worked out, so most likely changes are in the works. I'm patient enough to see how that turns out. I can always start another alt to keep me going.
I also feel that there's just too little influence over the speed of lvling. I can play at my absolute best or I can suicide charge and read webcomics while waiting to respawn and it often has little effect as to whether my team wins or not. It's often just a complete coin flip depending on the teams, the autobalancer and the (sometimes insanely unbalanced) maps.
What I would prefer is a system that actually rewards good playing, the problem is how do you define good playing? In battle there are so many ways of contributing to the goal, that it's impossible to reward all of them. In siege it's much easier, reward players for kills made near the flag or simply time spent near the flag. And even these things don't account for everything. What about the player that bravely sallies out to destroy ladders, or the player that sacrifices himself to close the gate?
So while I don't like the current system, it is still a huge improvement over the old one and I'm really not sure how it could be improved without screwing over certain playstyles.
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withouth consider that main point of an rpg, is grow and develop a char, together with his equip
i started a friend to crpg 3 day ago he already buyed all plates, charger , etc. and he cant use it.
crpg losed deepness with this xp/gold system. together with much willing of the player to develop theyr char (yes include aiming and dreaming for a nice equip)
Chad say he wanna remove the grind and make crpg more accessible to new player, he got the opposite, he bored to hell the old player, removing all theyr willing to grind, since there is nothing to accomplush, and made also the grind harder and longer , for the new players.
+1
i think exactly the same Vicious , it's the current state of CRPG, where new players are pissed because it takes forever to get to 31 at gen 1 , and old players retire over and over again to get heirlooms ( which get boring after a while), the gap is increasing each day
i had a few friends at my work who tried crpg , they all quitted after getting to 30 seeing it took me 2 days ( if i play serious ) to retire , and them weeks to retire...
i barely play now waiting for a reset or a miraculous patch ,
imo they should just had done a reset and stayed pre patch crpg with some modifications to the retirement system :(
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To me there is a so easy and obvious sollution and answer to what the OP and others here write: Simply get rid of retarded retiring and heirlooming. So all the people who only play this game to retire and get more heirlooms (like OP, it seems) finally leave this great game.
Of course you could make it the other way around so that people like me who don't care shit for next gen, maxed heirlooms and so forth would (perhaps) leave the game. At least I would finally know what this is about. But chadz already stated several times that his intention with retirement was another and he somewhat regretted its implemention.
Maybe i overreact now and everything is allright and the current game and forther improvents allows both types of gamers play together, but post like OP and vicious drive me crazy :twisted:
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as there is nothing which rewards skill, which is absolutly essential for a motivating game.
well the 1x-5x system rewards team skill and team work but as far as individual effort no there is nothing.
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the new xp style is boring, xp gains should be awarded for doing stuff, not dying in the 10 first second and getting xp throughout the whole round.
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i think there should be bonuses based on who you kill. a combination of generation+level=bonus
so for instance if i kill a level 30 goretooth ill get a bonus of like 50 gold. nothing insane, but just a little something extra on the side.
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I agree. I started a suggestion for gold/xp system with a poll here:
http://forum.c-rpg.net/index.php/topic,3213.msg57286/topicseen.html#new
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Well the only thing i miss nowadays is beeing higher than lvl 30/31, Grinding to lvl 31 is getting boring, takes like forever, prepatch i was lvl 34 or 35, i really miss beeing higher than lvl 31-_-
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Whats made it so "boring" is all these soft caps we have. There is nothing to reach for it's just grind grind grind what I reached level 31? time to retire! because there is practically no hope or benefit for reaching levels 32-35.
Back in the day when we had level 15 retirement and no level caps we had much more variety in levels. There were leveled 40+ players who refused to retire often if at all, there were level 30s who were putting off retiring to be effective, only a few players back then grinded gens. Now it's the norm because that's all there is TO do.
Even if strategus was up people would still be grinding gens since WPF cap makes level 20s as effective as level 30s, and the time to reach level 20 is what 2-5 days max? Now days all we have is levels 20-30 who are on their way to retire again and again.
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Whats made it so "boring" is all these soft caps we have. There is nothing to reach for it's just grind grind grind what I reached level 31? time to retire! because there is practically no hope or benefit for reaching levels 32-35.
Back in the day when we had level 15 retirement and no level caps we had much more variety in levels. There were leveled 40+ players who refused to retire often if at all, there were level 30s who were putting off retiring to be effective, only a few players back then grinded gens. Now it's the norm because that's all there is TO do.
Even if strategus was up people would still be grinding gens since WPF cap makes level 20s as effective as level 30s, and the time to reach level 20 is what 2-5 days max? Now days all we have is levels 20-30 who are on their way to retire again and again.
Couldnt explain it any better myself....
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I have to say that I am positivly surprised over the reactions :)
Actually I exspected that I get pissed by annoying people who state that I just want to have many heirlooms because I am greedy or something.
The game is not about getting heirlooms faster or slower. My main problem(and this problem is game devastating) is, that you CANNOT INFLUENCE your success.
Some peopel say that "teamskill" is rewared, but what is this? Honestly, who cares about teamskill? This is absolutly uninteresting for the individual player. Though this is a multiplayer game, the individuality stands in front.
Playing the mod has to bring you forward in any form, and it must be dependand to your personal skill. This is a deep truth which you cannot argue about. That is something like a natures law (of game design). The player must be able to influence his success.
And as long this is not possible, because it is luck based, the motivation will dimish.
And personally I was surprised how fast my motivation has gone. Though I started the mod, knowing of its incapability of its XP-System, from one to another day my motivation has gone.
I think the system will change. It must change if this mod should stay viable.
We really should consider solution for this. Saying we want the old system back is not the point(I dont even know it), but something else has to be found.
I really appreciate your answers and have made me hope that this high potential mod will be playable for me once again :)
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There was never anything to "reach for". If you get a real sense of accomplishment from grinding an awesome uber toon you should shut down the computer immediately and get a life.
I speak for myself, but I am sure others will agree that the game has improverd significantly since recent patch. Heirloom are not needed - they are a nice little bonus, a cherry you get when you the cycle again from peasant - there is nothing to reach for except the way to get there, where ever "there" is. I much prefer the current situation where I can easily equip myself in the style that I want and in quality enough to compete. Occasionally even use the most expensive equipment, easily. Previously I could never afford the equipment to allow me to compete, not plate, not armored horse and not even the top weapons.
The super-steep xp curve beyond 30 was made to stop the people with no life from setting the standard in the game. Heirlooming can only benefit you so much and a couple of hard-grind extra levels above everyone else will not break balance. It allows you to improve your toon, but only marginally so - meaning it is entirely up to your skill, not your lack of social life. This is what "skill based" means, not your skill in grinding to be able to win without skill.
For those that log in and stand as a leveling method, you are idiots: What are you leveling for if not for the leveling? There is no "end game". The low levels are challenging and you miss half the fun. Second, you will level much quicker if you help your team to win instead of making them weaker. Oh, I forgot, the point is not playing, the game starts at the "end game". What an absurd notion, but this is how it USED TO BE in the old system.
Those who do not like it are welcomed to sod off. I enjoy it. All hail chadz.
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II must be the only one who actually plays for the team play, though perhaps it helps that I am in a clan and have teamspeak so I can actually comminucate well.
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There was never anything to "reach for". If you get a real sense of accomplishment from grinding an awesome uber toon you should shut down the computer immediately and get a life.
I speak for myself, but I am sure others will agree that the game has improverd significantly since recent patch. Heirloom are not needed - they are a nice little bonus, a cherry you get when you the cycle again from peasant - there is nothing to reach for except the way to get there, where ever "there" is. I much prefer the current situation where I can easily equip myself in the style that I want and in quality enough to compete. Occasionally even use the most expensive equipment, easily. Previously I could never afford the equipment to allow me to compete, not plate, not armored horse and not even the top weapons.
The super-steep xp curve beyond 30 was made to stop the people with no life from setting the standard in the game. Heirlooming can only benefit you so much and a couple of hard-grind extra levels above everyone else will not break balance. It allows you to improve your toon, but only marginally so - meaning it is entirely up to your skill, not your lack of social life. This is what "skill based" means, not your skill in grinding to be able to win without skill.
For those that log in and stand as a leveling method, you are idiots: What are you leveling for if not for the leveling? There is no "end game". The low levels are challenging and you miss half the fun. Second, you will level much quicker if you help your team to win instead of making them weaker. Oh, I forgot, the point is not playing, the game starts at the "end game". What an absurd notion, but this is how it USED TO BE in the old system.
Those who do not like it are welcomed to sod off. I enjoy it. All hail chadz.
Then why aren't you playing native? Could it be you enjoy the leveling just as much as all these "no life" grinders? I'm sorry I don't like the standard of playing being a loop of every one retiring over and over again but it's no reason to be rude.
On your "skill" I find that the truly skilled players do well no matter their level (within reason ofc I'm not saying dexxta or olwen as a level 1 can go 10-0 a round) if a bad player grinded to level 40 and a good player reached level 30 well i would take dexxta over the level 40 scrub anyday.
Edit
Plus to get "skilled" at this game requires a grind in of itself, not playing for a while leads to some hard rust that takes a while to shake off. This games gameplay is so different and off the wall from any other i've played, it takes a pretty dedicated person to get the skill set to be able to manual block like half of these people.
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Plus to get "skilled" at this game requires a grind in of itself, not playing for a while leads to some hard rust that takes a while to shake off. This games gameplay is so different and off the wall from any other i've played, it takes a pretty dedicated person to get the skill set to be able to manual block like half of these people.
SO true.
I rarely play cRPG now, and whenever I try to fight, I can't do it like a few weeks/months ago,
as it needs a TON of practice to get back in motion again.
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i disagree with almost everybody
the current system is stable, there will be no full plate only guys running in a few weeks. upkeed + time based experience is geniuos - it forces people to play for the team and not just to camp the barn.
if i'd change anything, i'd like to see higher multipliers like x10 to encourage the winning even more. i'd like better autobalance that wouldn't split clanmembers unless really necessary, i'd like autobalance to swtich teams from defending to attacking side on all maps not only sieges, i'd like generation bonuses to be fixed (probably max exp gain to be 150% for gen5 and above and 200% for strategus characters). thats all.
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http://forum.c-rpg.net/index.php/topic,3215.msg57329.html
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Now I'm not saying I want the old cRPG back I just want some of it incorporated into this one. The only change I would make is bringing back the old retirement system (level 15, 1 week of play) w/o the WPF carry over as it seems the system itself wasn't flawed just that one aspect.
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i disagree with almost everybody
the current system is stable, there will be no full plate only guys running in a few weeks. upkeed + time based experience is geniuos - it forces people to play for the team and not just to camp the barn.
if i'd change anything, i'd like to see higher multipliers like x10 to encourage the winning even more. i'd like better autobalance that wouldn't split clanmembers unless really necessary, i'd like autobalance to swtich teams from defending to attacking side on all maps not only sieges, i'd like generation bonuses to be fixed (probably max exp gain to be 150% for gen5 and above and 200% for strategus characters). thats all.
Actually my complaint is about XP. I do not care about Gold.
How can you "encourage" a team to win? I would say that 95% of all rounds are luck based and you will probably not be able to change the tide.
Higher multipliers are nonsense because they increase the level of luck and is frustrating if you are not lucky.(loosing 10 times in round though having K:D 10:1)
They would probably not change anything at all. Maybe the average multiplyer is slightly increased as there are will be 6x or 7x randomly.
Teamplay is overestimated. CRPG should focus more on the individual aspect.(Especially more game modes would be great)
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i like garrus idea
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I've been thinking about the problem of rewarding individual players. How about this: if you survive a round and your teams wins you get a personal bonus multiplier of 0.2. so you start at x1, you win and survive a round and you're at x2.2, survive and win another round x3.4. If you die but your team still wins you only lose your personal multiplier part so you'd be at x4. This way is gives incentive to do well and survive the round, but discourages hiding since you're team still has to win.
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Less grinding more playing!
I play this game for fun, individual skill and teamplay. I don't play for grind, heirloom and uber-build.
cRPG was never intended to be a grinding game. Eventualy, leveling doesn't mean endless grinding, you are not forced to grind to have fun and to level your char as you want.
This thread shows two different mind and two different view of games : casual view / no-lifer view.
If you find achievment only in grinding you should stop playing cRPG.
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Yeah if you dont have fun playing the game if you are not rewarded CRPG probably isnt your game.
I have fun when i get good kills with nice blocks or even chambers. I like the retirement system as its
a bonus ever 1-2 weeks.
The only thing i would change is to make base-XP 1500 heirloom-XP only 5% and a XP-CAP between
2000-3000 XP at x1.
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strange, I thought this thread was a general discussion about the current xp system. There is nothing even close to a suggestion in the original post.
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strange, I thought this thread was a general discussion about the current xp system. There is nothing even close to a suggestion in the original post.
My post was moved by forum admin, ask him ;)
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I have read all your posts and I agree with all. I am divided.
Before the patch, I tried and gave up c-RPG because it was too tough to advance my character. My under-equipped peasant could just get killed on and on by advanced characters. So frustrating.
Now I do like it as it is now but... somehow I miss the difficulty of the old system. I mean, by then I strived to reach level 6 and when I could press the Buy button to get me a leather vest, I was so happy. I felt the challenge and appreciated the reward.
Now I can afford the complete equipment list and only patience will bring me to level 31. I play with no goal. Weird to say but I would like to fight and sweat again to just to be able to buy me a leather vest and a decent weapon (yes, I like pain).
So, my suggestion would be to let the XP as it is now (falling every tick with multiplier) so new and/or unskilled players are not blocked in advancing their character. On the other hand, Gold should be earned per kill and assist (standing close from the action as pre-patch) so the game remains motivating.
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From an addicts point of view:
Prepatch: LvL 44 - Kill 10 per round - team sucks - loose - no personal benfit from having skill+level.
After patch: LvL 30 - kill 7 per round - team sucks - loose - again any benefits.
It is a truth, pretty often personal skill is not rewarded since autobalance isnt working properly (often).
In worst case autobalance switches you to the loosing team which is about to get stomped 1:5, just coz u got decent k:d.
I d love to see a better working autobalance, a working banner balance and as the most important thing, a real preset reward for ppl who get good k:d, simply bcoz they do a good job for the team.
Current xp system can stay, it just needs some additions.
The simple fact of being better than average wears off after some 1000 hours / isnt there.
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From an addicts point of view:
Prepatch: LvL 44 - Kill 10 per round - team sucks - loose - no personal benfit from having skill+level.
After patch: LvL 30 - kill 7 per round - team sucks - loose - again any benefits.
It is a truth, pretty often personal skill is not rewarded since autobalance isnt working properly (often).
In worst case autobalance switches you to the loosing team which is about to get stomped 1:5, just coz u got decent k:d.
I d love to see a better working autobalance, a working banner balance and as the most important thing, a real preset reward for ppl who get good k:d, simply bcoz they do a good job for the team.
Current xp system can stay, it just needs some additions.
The simple fact of being better than average wears off after some 1000 hours / isnt there.
absolutely not true. i not care of your IMHO. use mathematics who is not opinable
old system lev 40 dyng for almost last of his team = get shitload of xp/gold and his ability to kill and sourvive got rewarded (doesnt matter if his team was winning or not, he was getting good xp/gold compared to his work on the field)
new system lev 35 with 160k of equip do 10 kill than die 10:1 k/d and his team lose, he gonna pay 6k of upkeep and get 1k exp exactly like the paesant afk on the spawn with a hatchet.
i not see a single wall or tactics since this patch landed, ppl now spawn, and rush enemy team. nothing else
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cRPG is native just a bit upgraded it lost it´s soul without Strategus :( !
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i not see a single wall or tactics since this patch landed, ppl now spawn, and rush enemy team. nothing else
So you consider the xp-barn and xp-tower a wall or a tactic? The only tacktic back then was a clusterfuck. It didn't matter if the battle was won or lost, only how many people died around you.
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The system has pros and cons. For starters I like that I can go on solo missions and still get xp rather than before if I felt inclined to go around the back to hack and slash archers I would come out with 900 xp instead of 13000 (minus the gen bonus which didn't show in game) for joining the mob mentality.
Downside is all the gen 1 chars taking an eternity to get to 31 for a single heirloom when those of us who have been around a decent period of time can do that in a matter of days
I just retired and with the aid of my awesome-sauce clan in siege I was able to leech an x5 for a few maps off them and went 1-20 in roughly 2 hours
Of course like it has been said a thousand times over... all of that grinding really lands you nowhere when Strategus *Queue Holy Symphony* comes back up
Ultimately my plan is accumulate as many gens as possible before strategus so I can get to 35 when we start chopping each other up for land claims. At this rate (although chadz could be like LUDICROUS SPEED, GO! tommorrow) I'll be roughly gen 20 for strategus and 35 shouldnt be too rough to obtain
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cRPG was built for Strategus
No it isn't.
I agree that going to 31 takes a long time, but chadz wanted heirlooms to be special. It's just a shame that some weapons get a much bigger buff per loom than others.
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No it isn't.
Yes it is
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absolutely not true. i not care of your IMHO. use mathematics who is not opinable
old system lev 40 dyng for almost last of his team = get shitload of xp/gold and his ability to kill and sourvive got rewarded (doesnt matter if his team was winning or not, he was getting good xp/gold compared to his work on the field)
new system lev 35 with 160k of equip do 10 kill than die 10:1 k/d and his team lose, he gonna pay 6k of upkeep and get 1k exp exactly like the paesant afk on the spawn with a hatchet.
i not see a single wall or tactics since this patch landed, ppl now spawn, and rush enemy team. nothing else
Not true? (You quote the whole post)
Well, getting 25% out of 100% wasnt a reward for me, specially not after a good round (though better than what you sometimes get now - anyways still a joke)
So much for prepatch maths.
But I totally see your point about the situation after the patch.
You are a good example of a punished player since you mostly always kill a lot, yet still dont get any reward (pre or after patch).
So what i want to point out was and is, a reward for good players was and still is needed.
P.S. I hate your loomed pick
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That XP system created leechers...
Sometimes only 5-10 player on a team of 50 fights and every player on that team gets the same reward.That is just unfair.
I don't have any problems with levelling tho. I think it is good to have a choice at 31 to continue levelling or get an item heirloomed.And exp needed to level up is good.There could be rewards like +50 WPF each level you gain after 30 imo.
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That XP system created leechers...
Sometimes only 5-10 player on a team of 50 fights and every player on that team gets the same reward.That is just unfair.
I don't have any problems with levelling tho. I think it is good to have a choice at 31 to continue levelling or get an item heirloomed.And exp needed to level up is good.There could be rewards like +50 WPF each level you gain after 30 imo.
Generation 10 => +450 WPF => 36 - 3 Build with a lot of WPP => FAIL ;)