cRPG => Suggestions Corner => Game Balance Discussion => Topic started by: Jesse on August 15, 2012, 11:51:37 am
Title: EXP and gold related to individual skill
Post by: Jesse on August 15, 2012, 11:51:37 am
Mount & Blade in general is a very skill related game. Currently in crpg you are not rewarded for individual skill but only the collective skill of your team.In real life you are rewarded by your own effort, why should you not be rewarded like so in crpg?If I go try hard mode and go 20-2 and we still lose because half of the team is peasants or baddies, why not give a reward based on the damage i do or the kills i get?In native your sole reward is that you know you did a job well done, in cprg it is only determined by who you bannerstack with or a roll of the dice.I assume I am not the only one who tries their very hardest and half of the team is naked and says "i'm not trying right now". I propose a simple addition to the current system to get gold and exp where you are also rewarded for your own efforts and not just circumstances that are outside of your control: At the end of every round you get one gold for every point of damage done and 10 xp for every point. It would make it fun and rewarding even when you get the bad end of the bannerstack.
Title: Re: EXP and gold related to individual skill
Post by: Zerran on August 15, 2012, 12:48:16 pm
In real life, however, you are judged by a human mind, not by a computer. A point system won't reward that pikeman that warded off multiple cav from hitting his team's flank, or the shielder that spent the whole round deterring ranged enemies from shooting his team, or the cav that bumped a dangerous enemy at a key time. It will only reward the guy that ran in and hit a bunch of people with his sword.
Not to say that guy that actually did the damage was worth less than the others, but just that the score system only rewards him, not the others who were equally important for the team.
It is very difficult to determine exactly how well someone did individually with an algorithm, as such rewarding the team (and thereby on average individual key players) is the only way to reward those key players that didn't actually deal much damage.
Title: Re: EXP and gold related to individual skill
Post by: Leshma on August 15, 2012, 12:58:50 pm
This could help to reduce amount of gold in the system. Better players will use even better gear and poor players will always stay poor.
Way to help newbies is to give them a lot more gold on their first char (newkey*mainchar*firstgen) but that could be exploited by multiaccounters.
Title: Re: EXP and gold related to individual skill
Post by: Tzar on August 15, 2012, 03:01:05 pm
I miss the good old days where we had capitalism. Now its just a socialism paradise where all the baddies an peasants can leech all they want.
Title: Re: EXP and gold related to individual skill
Post by: Jesse on August 15, 2012, 09:15:33 pm
I was actually thinking of adding it to the current multi system because good teamplay should be rewarded too but at 1 gold per point and 10 xp it wouldnt even add too much gold to the economy. Capitalist crpg is best crpg
Title: Re: EXP and gold related to individual skill
Post by: Rhaelys on August 15, 2012, 09:18:34 pm
If you want to add personal bonuses, you can base it off of the newly introduced score system. The base XP and gold gain per tick might have to be reduced by some percentage.
Title: Re: EXP and gold related to individual skill
Post by: Elindor on August 15, 2012, 09:28:38 pm
chadz recently announced we will be going to a system soon that is influenced by winning rounds but ALSO by performance etc.