cRPG

cRPG => Suggestions Corner => Topic started by: ts_knaiz_timothy on January 05, 2011, 04:50:12 pm

Title: Gold and XP Gain
Post by: ts_knaiz_timothy on January 05, 2011, 04:50:12 pm
XP and Gold gain needs to be gained in 2 ways:

1) Base rate per minute, like is implemented already

2)Bonus xp and gold for each kill you get

This will solve two major problems that have been occurring:

1) people are just running in and dying w/o even trying to fight, since there is no penalty.  Now there is an incentive for them to kill.

2) People who are good at the game get rewarded and may be able to upkeep better weapons/armor from the additional gold. 



PLUS: Repair cost are too high!!! :0)
Title: Re: Gold and XP Gain
Post by: Kafein on January 05, 2011, 05:39:02 pm
The goal is good, but this will lead into more TK.
Title: Re: Gold and XP Gain
Post by: Ishar on January 05, 2011, 05:56:24 pm
And this would lead to more peasant-hunting. That's definitely not good.
Title: Re: Gold and XP Gain
Post by: AgentQ on January 05, 2011, 06:01:36 pm
does it matter? peasants still get gold.
Title: Re: Gold and XP Gain
Post by: ts_knaiz_timothy on January 05, 2011, 06:20:49 pm
Then return the penalty for TK's.  People still kill peasants no matter what.  Peasants still would get gold/xp  and after 5 hours of playing they're not peasants anymore.
Title: Re: Gold and XP Gain
Post by: Ishar on January 05, 2011, 06:27:31 pm
Quote
does it matter? peasants still get gold.

It does, because it's just plain pathetic. Fight a damn battle, don't chase defenseless peasants for gold bonus! XP and money bonus should reward does who play like they should: like a team. Hunting for peasants to raise your killcount (instead of doing something actually useful) is NOT teamplay.

Battles are not about killcount. Nobody gives a shit if you killed three enemies, if - while doing so - you let a horseman through, who killed half you own team. In this situation, it's better to kill the horse for example... oh wait, that doesn't give any points for the scoreboard! How foolish of me to not consider the e-penis factor.
Title: Re: Gold and XP Gain
Post by: Maze on January 05, 2011, 06:37:51 pm
I think when you die, the gold and EXP gain should stop completely.

And the gold and EXP should be rewarded at the end of the round not thru-out the middle of the round. Also it could be made when you finish a round without killing anybody you will only get 80%(or some debateable percentage) of the total gold you would have made that round. But if you do manage a kill you will get 100% of the reward gold.

Edited for typo
Title: Re: Gold and XP Gain
Post by: _malek_ on January 05, 2011, 06:42:30 pm
yeah good idea maze!

so Me,little peasant,who die each time somebody look at me,can't upgrade my char to become a little better,and better!
Title: Re: Gold and XP Gain
Post by: ts_knaiz_timothy on January 05, 2011, 08:11:54 pm
Ishar, peasants will die regardless.  You can have xp bonus relative to lvl so it won't be as rewarding.  Regardless , joined is doomed to be a peasant for long.
Title: Re: Gold and XP Gain
Post by: ts_knaiz_timothy on January 05, 2011, 08:14:57 pm
Stupid auto correct.  *noone is doomed to be a peasant for.long.
Title: Re: Gold and XP Gain
Post by: Ishar on January 05, 2011, 09:09:07 pm
That may be true, but there are always peasants. I'm not complaining about one particular dude, who gets beaten every time. That would be talking about Obscurio, and I find it funny to kill him over and over again.

I'm talking about the general phenomenon of actively and deliberately searching for peasants to kill. Finding obviously much weaker players, and killing as many of them as possible shouldn't be the main objective, as far as rewards go.

The only way this could be fair is if:
-You would gain as much points as the level of those slain: you gain 2 for a level 2 peasant, and gain, I dunno, 40 for Finn.
-Horses would count for kills.

If you would gain more points for taking out REAL threats, than this would be splendid. But that just seems impossible to implement.
Title: Re: Gold and XP Gain
Post by: ts_knaiz_timothy on January 05, 2011, 09:36:46 pm
That s the way it was pre patch. Peasants only  gave 1gold while high lvls have up to 14 gold
Title: Re: Gold and XP Gain
Post by: Ishar on January 05, 2011, 09:52:19 pm
That s the way it was pre patch. Peasants only  gave 1gold while high lvls have up to 14 gold

Not exactly. Leechers got that gold as well, and that's a big difference.
Also, 1 and 14 are obviously not valid now, that we're getting hundreds every minute (with multiplier)
Title: Re: Gold and XP Gain
Post by: AreTreble on January 06, 2011, 05:06:33 am
XP and Gold gain needs to be gained in 2 ways:

1) Base rate per minute, like is implemented already

2)Bonus xp and gold for each kill you get

This will solve two major problems that have been occurring:

1) people are just running in and dying w/o even trying to fight, since there is no penalty.  Now there is an incentive for them to kill.

2) People who are good at the game get rewarded and may be able to upkeep better weapons/armor from the additional gold. 



PLUS: Repair cost are too high!!! :0)

This won't stop people from running away with a high multiplier. In order to stop people from delaying with a high multiplier we need to change the way the xp and gold are gained.

Instead of over time, gold and xp should be rewarded to the entire team PER KILL. Perhaps even a bonus for the one who achieved the kill!

This will make running pointless and will encourage people to attempt to get kills!
Title: Re: Gold and XP Gain
Post by: Deadlysiins on January 07, 2011, 02:58:12 am
^^^^ This
Title: Re: Gold and XP Gain
Post by: Rhaelys on January 07, 2011, 11:45:10 am
No. It's been tried in the past, and just leads to people TKing each other even more than the current state of the game as they try to get bonus xp/gold.
Title: Re: Gold and XP Gain
Post by: Cyber on January 07, 2011, 12:04:43 pm
With the old xp system and no upkeep it would have been terrible idea, but things have changed with the patch. Right now there is really no way for anybody to constantly upkeep plate armor and other more expensive items. System like this, what would also reward players for for their personal kills actually might have it's benefits.

Some of the more skilled players could actually afford more expensive items and with the upkeep, others would be forced back to low-medium gear, with new xp and gold system it is a lot easier for other players to catch up so there would not be just few veteran players slaughtering everybody. You should not really be able to make loads of cash with it in higher gear, just give you a chance to get barely enough money for upkeeping your really expensive gear if you keep up the good performance. The more expensive gear you have, the better you would need to perform to constantly upkeep it. (Obviously it would be easier to get kills in better gear)

You would be able to stack up gold a bit easier while playing in lower level gear but you can pretty much do it already, just takes more time (this would also make it easier for other player to catch up to those who already have better items). It also might remove some of the naked leechers when you can actually get some rewards for kills.

The reward for killing someone should depend on their level and total worth of their gear. (don't  know if you can actually implement the last one) We would also need to have TK penalty again.

Ofcourse there would be problems with this system. Players would just hunt for kills, not caring about their team and i don't think it would actaully work out that well in the end. I personally just don't see that many options to make some of the players actually be able to get higher gear while not making everybody able to use it.
Title: Re: Gold and XP Gain
Post by: Rhaelys on January 07, 2011, 12:38:42 pm
I still don't understand why any reward should be linked to being the deliverer of the final blow to an enemy. For one, gold and XP gain are now based on the duration of the round, distributed by "ticks" every minute or so. Secondly, kills in of themselves are the greatest reward. There is a measure of personal satisfaction when a player meets or surpasses the expectations he or she sets based on his or her skill level, level, and equipment. Kills don't need to have any more incentive. Being on the top, near the top, or even just having a positive K:D ratio is enough motivation.
Title: Re: Gold and XP Gain
Post by: Cyber on January 07, 2011, 01:30:29 pm
It should not, but i don't think there is any other way to reward players for their personal performance.

System like this would also give some more hard-core players more reason to play. Right now the win/loss percentage should stay around 50/50 no matter how good you are, if not then the autobalance is not doing It's job. I can understand how that can demotivate some of the players. When they perform well they would get rewarded and would be able to use more expensive gear, while game would still not feel like a grind and it would not be that hard for other players to catch up.

Anyway i understand that something like this is probably never going to get implemented in the mod and would probably not work out that well but it would have some benefits.
Title: Re: Gold and XP Gain
Post by: Kafein on January 07, 2011, 02:01:14 pm
To emphasize on tactical gameplay and fighting group skill, I think giving more gold for a large victory instead of a Phyrric one should be implemented first. Before thinking about personal kills (which is a good suggestion too).
Title: Re: Gold and XP Gain
Post by: Lamix on January 07, 2011, 02:27:32 pm
I'm talking about the general phenomenon of actively and deliberately searching for peasants to kill. Finding obviously much weaker players, and killing as many of them as possible

Isn't this just called cav?