I don't get how is multiplier system so bad. Works fine, imo.Maybe not to us, but seems newer players suffer a lot when on bad streaks of x1.
For example, you have a player who made plenty of frags, and on the other hand you have a guy who did absolutely nothing, yet they both get the same reward, just a multi.Because both of them have the same result - they didn't win the round. That's the aim, not "plenty of frags". And besides, those who do really well get valour, so they are awarded anyway.
What I would like to see, is a mix of the current xp system, and a proximity/damage dealt xp bonus. Since the first day I started playing c-rpg. I believed that a frag xp bonus is needed, something like thisImo, people are killhungry enough now, no need to make it even worse.
Total gear cost + Current level of the enemy + frags/points he currently has = XP bonus , of course the bonus should be low, something between 100 and 500 xp per kill.
fuckkk leveling, takes way too long
fuckkk eu1, don't play that shit no more unless i have to
From what I read in this forum there is no reason to believe that the multiplier-system is going to be changed.
But the autobalancesystem gets reworked at the moment. this might lead to a more ballanced multiplier and with this to a more ballanced xp- and gold- gain.
Autobalance test this Saturday, July 19th at 4:00 PM (16:00) ET / 10:00 PM (22:00) GMT+2.
Server: cRPG_Tyd_Testbed
We have to test by simulating a normal battle environment, so we need as many people as possible, for a good 30 minutes or so. I'll take screenshots of everyone that comes and hold a raffle for the Boulder on a Stick (has stats of a +3 Long Maul, can't be loomed, so don't transfer it to your STF.)
who is forcing you to play? Are your parents hitting you if you dont play? :o
I don't get how is multiplier system so bad. Works fine, imo.
Everyone has their own opinion on whats the best interest of the team, everyone not on the same Teamspeak.....
edit: and, lol,(click to show/hide)
Players can make their own decisions on what they think will help the team to win. Without the threat of losing gold/xp for losing people will instead not help their team mates. They will make decisions that suit themselves rather than the team
I dont know any game where losers is rewarded in any way, other than the "reward" of the shameful 2nd and 3rd place of course :p
Winners take it all, losers go home with sadface. Thats how "games" is :p
Imagine cRPG was football
Just play and enjoy it
Just enjoy the game
Players can make their own decisions on what they think will help the team to win. Without the threat of losing gold/xp for losing people will instead not help their team mates. They will make decisions that suit themselves rather than the team
It also creates a competitive environment because there is something to lose and gain, which to me makes the game more fun
Multiplier system is good.
Interesting idea.
Same shit as always: +3 loomed lvl33-35s wreck havoc and get valor, even if they lose the round. They got enough gold to survive some setbacks so they rock expensive gear. If you're under level 20, you're cannonfodder. You might say 'lol, get skill' but only the 1% can contribute - assuming they do not face the tougher opponents.
The current system favors clan/vet stacking and that's all there is to it. If you're on the wrong side, you'll lose money unless you run ghetto gear. Run ghetto gear and you increase your team's chances of losing. For all those who say 'lol, sell ur first loom point' - you're asking new players to invest a ridiculous amount of time into a game before they can 'enjoy it'. Do you think they'll stick around? Hell no. I've had three friends who I introduced to c-rpg leave after only 3 days. The first left pretty much straight away, the second gave it a couple of hours before saying he felt like he kept running up against a wall and the third thought he could have fun as an archer. Then he realized that as a lvl20 he could only get kills by shooting enemy peasants - who are snatched up by cavalry within the first 40 seconds of the round. Say a new player uses medium armor in the 6 to 10k range together with a shield that's anywhere from 2 to 4k, he'll immediately run into the danger zone when he uses a difficulty 12+ weapon. Getting the armor and weaponry itself is hard enough, but once he has them, he can't use it all the time. Even with said gear he won't be competitive so go figure how killing it is to having to resort to the crappier stuff.
If the mod wants to extend its lifespan, things will have to change and the xp system is part of that. Let it favor those who contribute and give bonusses dependant on the level of the player (a lvl1-10 should see a huge bump in gold/xp for hitting and killing enemies). I'm not asking for lvl1 to 30 to be a one day affair, but right now the crawl is absolutely killer on newbies. Timesinks are bad and level 1 to 20 simply is a timesink.
Same shit as always: +3 loomed lvl33-35s wreck havoc and get valor, even if they lose the round. They got enough gold to survive some setbacks so they rock expensive gear. If you're under level 20, you're cannonfodder. You might say 'lol, get skill' but only the 1% can contribute - assuming they do not face the tougher opponents.
The current system favors clan/vet stacking and that's all there is to it. If you're on the wrong side, you'll lose money unless you run ghetto gear. Run ghetto gear and you increase your team's chances of losing. For all those who say 'lol, sell ur first loom point' - you're asking new players to invest a ridiculous amount of time into a game before they can 'enjoy it'. Do you think they'll stick around? Hell no. I've had three friends who I introduced to c-rpg leave after only 3 days. The first left pretty much straight away, the second gave it a couple of hours before saying he felt like he kept running up against a wall and the third thought he could have fun as an archer. Then he realized that as a lvl20 he could only get kills by shooting enemy peasants - who are snatched up by cavalry within the first 40 seconds of the round. Say a new player uses medium armor in the 6 to 10k range together with a shield that's anywhere from 2 to 4k, he'll immediately run into the danger zone when he uses a difficulty 12+ weapon. Getting the armor and weaponry itself is hard enough, but once he has them, he can't use it all the time. Even with said gear he won't be competitive so go figure how killing it is to having to resort to the crappier stuff.
If the mod wants to extend its lifespan, things will have to change and the xp system is part of that. Let it favor those who contribute and give bonusses dependant on the level of the player (a lvl1-10 should see a huge bump in gold/xp for hitting and killing enemies). I'm not asking for lvl1 to 30 to be a one day affair, but right now the crawl is absolutely killer on newbies. Timesinks are bad and level 1 to 20 simply is a timesink.
Yeah, I'll just flat out say it, I think it's absolute crap, especially on public servers. It's become a special occasion when I can have x2 for a round now, or it at least feels that way. If I put anything heavier than a Byrnie on, I seem to lose money, yet I see people run full plate all the time.
cRPG is a great concept, and I keep coming back to it, but it's the multiplier system that kills it for me. I don't even play all that often, so when I do sit down to play, mostly on the weekends, it grates at me even more to be stuck at x1, and then the repair bills kick in and I just think "there's another three-five minutes of income gone."
I noticed some recent changes to team balance, and I still see games end in stomps with 20 enemies still standing, but at least it's being looked into. Is this ever going to happen to the EXP system? I keep reading that the multiplier system was only temporary, but it doesn't seem that way.
I can tell you one thing, if Melee: Battlegrounds has a similar system, I'll probably pass on it as well. Don't need to develop a love/hate relationship with too many games.
EDIT: I'd also like to add that it makes other game modes, like Siege, almost pointless in terms of progression, and that sucks because you get to fight a lot more in non-battle mode, but it's hardly populated. Also, I still don't know what this "Rageball" thing is, or why it's on my server list. :P
cRPG has a lot of inherent flaws that won't make it over to MBG. Upkeep being one of them.
...Upkeep ... keeps players from stacking expensive stuff...
Removing upkeep would be great. Then everyone can go gothic plate and ride an elephant. All the time........
Removing upkeep would be great. Then everyone can go gothic plate and ride an elephant. All the time........
Yeah, because upkeep is totally the only system which allows a limitation of the overall value of the equipment wielded. At all.
"Remove upkeep" has always to be understood as "replace upkeep with something different". Since most people don't really know how that replacement would look like, and they only care about upkeep being gone, they write "remove upkeep".
"upkeep" could be altered to "rent fee" or "gear maintenance" or something. Gear Maintenance would only need to be paid at start of every map.
Before a battle, you prep your gear and make sure everything works as it should. There is some cost related to this, smith needs a coin for the armor repair or fletcher need a coin to make more arrows... and so forth.
What about...
Rewarding "skill"(score) this way:
You get a DTV style reward(not affected by generation) according to this formula at end of map:
Gold: Score multiplied by Start parenthesis 31 minus level end parenthesis=Score*(31-Level)
Experience: Score*20*(31-Level)
All negative values should be treated as 0(Lvl 32+ generates negative values)(click to show/hide)
Side effects: low level friends farming points on each other, the main benefit being that low level characters(alts) becomes a good source of income instead of semi-naked lvl 31+ running about fake peasanting.
Do note that 100 pts as level 1 is worth 12 min of x5 multi.
Yeah, I'll just flat out say it, I think it's absolute crap, especially on public servers. It's become a special occasion when I can have x2 for a round now, or it at least feels that way. If I put anything heavier than a Byrnie on, I seem to lose money, yet I see people run full plate all the time.
cRPG is a great concept, and I keep coming back to it, but it's the multiplier system that kills it for me. I don't even play all that often, so when I do sit down to play, mostly on the weekends, it grates at me even more to be stuck at x1, and then the repair bills kick in and I just think "there's another three-five minutes of income gone."
I noticed some recent changes to team balance, and I still see games end in stomps with 20 enemies still standing, but at least it's being looked into. Is this ever going to happen to the EXP system? I keep reading that the multiplier system was only temporary, but it doesn't seem that way.
I can tell you one thing, if Melee: Battlegrounds has a similar system, I'll probably pass on it as well. Don't need to develop a love/hate relationship with too many games.
EDIT: I'd also like to add that it makes other game modes, like Siege, almost pointless in terms of progression, and that sucks because you get to fight a lot more in non-battle mode, but it's hardly populated. Also, I still don't know what this "Rageball" thing is, or why it's on my server list. :P
If score etc affects gold/exp gain at the end of the round, then nudging people of the edges of things to punish their score/K:D becomes even better
If you notice it, you'll see that most of the team is fat and the other half is carrying it along. The problem with the XP system is that it rewards leeching rather than strong gameplay. Even the noobs in NW melee more than some of these nerdbags just standing at spawn collecting their XP.
If you notice it, you'll see that most of the team is fat and the other half is carrying it along. The problem with the XP system is that it rewards leeching rather than strong gameplay. Even the noobs in NW melee more than some of these nerdbags just standing at spawn collecting their XP.
My problem is that those who are very good essentially ride on a x5 all day because of valour anyways, while people who don't try at all can just leech. There's not much of a place for those in-between who want to play and have fun. They're just statistics in a team balancer. Even if team balance becomes more robust, a 50/50 win/loss is not that rewarding outside of your own personal enjoyment. Weeding out leechers by design (or nullifying their impact on enjoyment by introducing options other than the multiplier) with some sort of reward system for your average player that is sufficiently supporting his team would be a very good thing. There have been some great ideas already that wouldn't require that much work.
A 25/2 isn't ridiculous at all. It's a good score, yes. But was has it to do with you having x1 for 40 minutes?
Also, I play more than 40 minutes on x1 every single day. Why is that a problem for you, is the multi the only thing you play for?
I am honest: The grind (or the levelling, if that even is a english word) + customization is what keeps me playing cRPG.
If I want to play, I play, even if I am on x1. Even with x1 I am grinding, so what.
Gold and xp gain already is ridiculous high compared to the good old times, levelling is really fast even on x1. Actually everything in this game is alot easier than it was in the first year or two. It's so friendly to newcomers and low-levels. There is even a server for low-levels, DTV to get alot of xp and even more, ridiculous amounts of gold in a few hours.
I don't know how people playing cRPG in 2014 still dare to complain about things like that.