cRPG
cRPG => Suggestions Corner => Topic started by: Leshma on December 17, 2012, 03:09:22 pm
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Please change it so it decreases multi by one, based on how many rounds you've skipped. Going back to x1 is painful.
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Please change it so it decreases multi by one, based on how many rounds you've skipped. Going back to x1 is painful.
Nah. That would take away all the fun, like, not being able to go peepee, not having enuff time to smoke, make phonecall or anything. Also, the grind would not be that painful. So i am against. Anything that makes this even more easier is bad, mkay?
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Hopefully we'll be going away from the whole multiplier system "soon" enough anyways, so we're not going to bother with tweaking the current system.
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Hopefully we'll be going away from the whole multiplier system "soon" enough anyways, so we're not going to bother with tweaking the current system.
Meh, finally i got build to abuse the shit out of valor and you gonna change the system? FU
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Didn't say valor would get removed, but it won't work the same way as it does now.
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Well, as long as its not like the whole round EXP doubled with valor, i cannot think of anything, so gonna be really interested to see what you come up with huehue
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"soon"
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December 2010?
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Hopefully we'll be going away from the whole multiplier system "soon" enough anyways, so we're not going to bother with tweaking the current system.
I know. I heard that from cmp 6 months ago. Still not convinced any of those things will ever happen (wpf overhaul, multi gone etc).
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Hopefully we'll be going away from the whole multiplier system "soon" enough anyways, so we're not going to bother with tweaking the current system.
Wut? Perma x1? No multi?
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Wut? Perma x1? No multi?
there is no such thing as x1 in no multi system man
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I guess, it will be something like on the DTV server.
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there is no such thing as x1 in no multi system man
I know, it was just a retorical question Tepe..... <facepalm>
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Please change it so it decreases multi by one, based on how many rounds you've skipped. Going back to x1 is painful.
this is true, it makes people go in leech mode when they have to do something else. if you would implement this, people would actually go spectator when on x5 and afk.
Hopefully we'll be going away from the whole multiplier system "soon" enough anyways, so we're not going to bother with tweaking the current system.
+1
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whats wrong in current xp system? everyone wanna get that much xp that he deservet to get, right?but we have this atm cuz valour сan be given to guys who are usefull... are we need changes in something?
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whats wrong in current xp system? everyone wanna get that much xp that he deservet to get, right?but we have this atm cuz valour сan be given to guys who are usefull... are we need changes in something?
i always say: do not fix what is not broken...
Only thing broken in the current system in my eyes is that is punishes you very hard if you need to do something irl and go afk for few minutes. But hey, since you are not playing, you shouldnt get anything anyways, right? Dunno, would be cool if you could skip like one round without losing multi, but on the other hand, if this happened, i would not be able to leave the servers even more than now.
Sitting on multi, then phonecall, multi lost = i go do something else, or keep playing, depending on mood. The proximity based XP that was here before the multi system was flawed. No doubt about that. Just wait to see what the devs come up with and then we can bitch :mrgreen:
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The Valor system was a good idea, but it's too Boolean:
-Player A has x5, gets 90 points one round, gets valor but team loses. Has x5 next round
-Player B has x5, gets 89 points the same round, doesn't get valor and team loses. Has x1 next round
Extrapolate this behavior over a whole generation, and Player A may end up with 25% more gold/XP than Player B, for being 1% better at the game.
Something more progressive (so a good round still gives you a reward even if you don't get valor), that still allows newbies to gain XP/gold is all we need. I think it should be a combination of difficulty+objective based. i.e. kill a really good player near the flag in siege, get a bunch of gold and XP. Kill a peasant in his spawn, get nada.
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The Valor system was a good idea, but it's too Boolean:
-Player A has x5, gets 90 points one round, gets valor but team loses. Has x5 next round
-Player B has x5, gets 89 points the same round, doesn't get valor and team loses. Has x1 next round
Extrapolate this behavior over a whole generation, and Player A may end up with 25% more gold/XP than Player B, for being 1% better at the game.
Something more progressive (so a good round still gives you a reward even if you don't get valor), that still allows newbies to gain XP/gold is all we need. I think it should be a combination of difficulty+objective based. i.e. kill a really good player near the flag in siege, get a bunch of gold and XP. Kill a peasant in his spawn, get nada.
afaik valor is given to people with 2xavg score of the team, so this extrapolation would have to be terribly unlucky
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afaik valor is given to people with 2xavg score of the team, so this extrapolation would have to be terribly unlucky
It's not that uncommen, just yesterday I had 26 points on EU_4, Faramir had something slightly above or bellow me, someone else had 24 points, me and Faramir get valor.
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It's not that uncommen, just yesterday I had 26 points on EU_4, Faramir had something slightly above or bellow me, someone else had 24 points, me and Faramir get valor.
teamhits doesnt count toward valor, once a guy with 34 score got valor and me with 36 didnt, he just thed someone hence lower pts display (at least i think)
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I don't have too many problems with the current multi system but I do think that it could be improved where it is more influenced by how YOU perform compared to now where it is dependant on your teammates.
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indeed, i like the permanent x5 on siege if HRE joins :)
but indeed, xp should be related to score (and score to lvl and generation)
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Yes, and what (I think) is a possible way to reward teamplay without being completely dependant on said teammates, is to reward a player in near a teammate if said player has helped (or attempted to help) the teammate e.g Laying down suppresing arrows, taking hits for the teammate, or even just trying distracting the enemy player.
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I say reward personal skill more then just team.
In a team of 50 ppl you are not gonna try your fucking best to score since the outcome is sort of random because the influence you have on winning the round is 1/50.
Though, if personal score effects your reward, you are more motivated to survive, and do your best to play (which is good for your team).
I noticed the valour system motivated me, i can get valour 30-50% of the rounds if i try, so that motivates me to do the best i can for my team. For a lot of players valour is far away, but rewarding them for what they do will still boost their effort.