cRPG

cRPG => Suggestions Corner => Topic started by: Tomas on January 27, 2013, 06:56:02 pm

Title: A new XP.Gold system
Post by: Tomas on January 27, 2013, 06:56:02 pm
We all know the pros and cons of the current system and chadz has said they want to change it in the future so i won't go into them.  Instead here's a proposal for a new system that I would like to see:

1)  XP
                   tickXP = 1500 + 1500 * (2 - MAX( Armour_Value / 30000, 1))

Very simple
- if you wear 30k of gear or less you will get 3k XP per tick
- if you wear 60k of gear you will get 1.5k XP per tick
- if you wear 90k of gear you will get 0XP
- more than 90k of gear and you will lose XP per tick

2)  GOLD
                     tickGOLD = 200 * (your_current_score / best_current_score)

So
- The best person on the team will earn 200 gold per tick
- People with 0 score will earn 0 gold per tick
- People with negative score will lose money per tick

3)  Round Bonuses
                       Winning a Round = 100 bonus gold per min that round lasted
                       Valour on losing side = 50 bonus gold per min that round lasted

Overall the above means
- no more repairs
- to earn gold you have to fight (leeching will earn you nothing except the odd lucky round win bonus)
- to earn XP you need to wear normal gear (but wearing crap gear won't gain you any XP advantage - so no more incentive for dressing as a peasant)
- players have to balance gold gain vs xp gain and choose which to go for.  Therefore no more equipment/loom crutchers with no drawbacks

Notes
- a proximity score bonus for ranged kills would be nice so that pikemen protecting archers are rewarded for good team play too.
- loomed items should have increased values that count towards armour_value.  This slows down the XP gain of older players and gives new players a chance to catch up.
- The figures used are based on non loomed values and are present to illustrate the idea and not as concrete values.
Title: Re: A new XP.Gold system
Post by: Shadowren on January 27, 2013, 07:33:36 pm
[N]o!

It will kill all the noobs!
Title: Re: A new XP.Gold system
Post by: Haboe on January 27, 2013, 07:37:18 pm
Come on Tomas...

Edit:

There is something to the idea behind that system.
The 60k+ should be the limit (0 xp) no negative xp.

Big downsides:

The gold is very punishing for noobs this way. I don't mind since ill be around 180-200 gold a tick on this system with the bonus of valours, but most players will see low gold.
The lack of repairs will encourage end build users to use their heavy gear with no penalty.

Also, i removed my minus, system is not as randomly stupid as i though after first read, but it needs adjustments if you'd want it to be considered at all.
Title: Re: A new XP.Gold system
Post by: Tomas on January 27, 2013, 07:41:59 pm
[N]o!

It will kill all the noobs!

Come on Tomas...

care to elaborate??

Title: Re: A new XP.Gold system
Post by: Tomas on January 28, 2013, 01:16:10 am
Come on Tomas...

Edit:

There is something to the idea behind that system.
The 60k+ should be the limit (0 xp) no negative xp.

Big downsides:

The gold is very punishing for noobs this way. I don't mind since ill be around 180-200 gold a tick on this system with the bonus of valours, but most players will see low gold.
The lack of repairs will encourage end build users to use their heavy gear with no penalty.

Also, i removed my minus, system is not as randomly stupid as i though after first read, but it needs adjustments if you'd want it to be considered at all.

Cheers for the comments.

Easy enough to change the 0XP limit to 60k but I disagree with having no negative XP - it is this that stops the end build users from always using the heaviest equip.

Gold is not that punishing imo since there is no upkeep and a decent round win bonus and that all players should win 50% of the time on average.  The current multiplier system is far more punishing for people that end up stacked against a clan that is rolling a server.

Title: Re: A new XP.Gold system
Post by: oohillac on January 28, 2013, 01:22:01 am

- if you wear 60k of gear you will get 1.5k XP per tick


My plate armour!  You bastard!
Title: Re: A new XP.Gold system
Post by: Jarlek on January 28, 2013, 05:40:02 pm
My plate armour!  You bastard!
Try horses. A plated charger alone is 65k. A courser is "just" 20k.
Title: Re: A new XP.Gold system
Post by: San on January 28, 2013, 05:55:38 pm
This system will not have multipliers or upkeep, right? I think EXP should be more skill-based with a higher ceiling for a max tick, while gold should be based more on your equipment.


I think your EXP and gold system should be switched, but with a few differences:

There should be some way for expensive-equip users to not be penalized as hard if they have high amounts of points/valor.

Instead of basing EXP ticks on the max score, it should be based on the average score (for everyone or either team) and level while avoiding any X/0 errors. Boon to lower level players, slight malus to high level players (made up with higher average points anyways), ~25-31 shouldn't be affected.
Title: Re: A new XP.Gold system
Post by: Joseph Porta on January 28, 2013, 09:55:42 pm
Yay, archer will be thé loomgrind.  8-)

Title: Re: A new XP.Gold system
Post by: Tydeus on January 30, 2013, 05:33:20 am
Honestly, I think score is a better system than the multiplier or the proposed system in this thread, but obviously the score system needs more work. It needs to give points to anyone around a ranged character that does damage (like a shielder or pikeman protecting a group of archers). It needs to give more focus on killing blows for battle, because that's what matters most. Siege needs point possibilitis added for things specific to that game mode, like breaking/damaging doors, capturing the flag, etc.

If you want skill to define the experience and or gold gained, then you need a system that accurately represents skill, and while score is alright, it can be much better with just a few improvements.