cRPG

cRPG => General Discussion => Topic started by: Morle on January 06, 2018, 05:01:27 pm

Title: Multiplier
Post by: Morle on January 06, 2018, 05:01:27 pm
there's probably a reason i haven't seen any opinions about it on the forum so far but i'll ask it anyway, would it be stupid raising the multiplier limit to 7 perhaps? being on a big winning streak doesn't feel that  rewarding imo. inb4 "haha what wuld u do wht/ it?? XDDD". also if you have to level up there's no reason to not go on DTV right now, much much faster leveling, but i'm sure we want EU 1 (and possibly EU 2 with some time) to be filled back with players.
Title: Re: Multiplier
Post by: agweber on January 06, 2018, 05:42:22 pm
there's no reason to not go on DTV
Because I want to have fun?
Title: Re: Multiplier
Post by: Morle on January 06, 2018, 05:52:00 pm
if you have to level up

talking of course about those who aim to mainly grind exp. aside from the fact that, at least for my personal preferences, i'd rather have people grinding exp on EU 1 for the mod's general benefits, right now there's generally no choice; rather, if you really want to exp DTV does give a big boost, so either we reduce exp in DTV or boost exp on battle/siege servers (in such ways as raising the multiplier limit); don't get me wrong, DTV isn't that bad, mostly useful when servers are empty (would rather play DTV than battle with 5-10 people). i was just wondering if there were any bad consequences doing so; maybe it could take 4 wins more to get to x7, as if any win after x5 would only give 0.5 or something like that. maybe the coding itself doesn't allow it i don't know, but my request is also related to the 95 mln exp required to get to level 33  :shock:
Title: Re: Multiplier
Post by: Pollux on January 07, 2018, 01:53:50 am
RAISE THE MULTIPLIER TO 7!

(click to show/hide)
Title: Re: Multiplier
Post by: Asheram on January 07, 2018, 01:59:13 am
why stop at 7 go for 10
Title: Re: Multiplier
Post by: Algarn on January 07, 2018, 02:08:03 am
I'd rather divide the amount of xp required by 1/3 or by 2 all across the board.. That kind of thing would just increase banner stacking in my opinion.
Title: Re: Multiplier
Post by: Kirman on January 07, 2018, 02:09:54 am
I think that would be unfair to newcomers, compared to gen 16. If we have any...
Title: Re: Multiplier
Post by: RD_Professor on January 07, 2018, 02:36:19 am
The multiplier system is entirely unfair to newer players, who are likely to be stuck with a x1 for a large amount of time. That's why i'm considering other systems, such as changing the multis to range over x3 to x5, and possibly even reintroducing xp barn system on top of multiplier system.
Title: Re: Multiplier
Post by: pogosan on January 07, 2018, 02:41:54 am
Title: Re: Multiplier
Post by: RD_Professor on January 07, 2018, 03:20:01 am
Well, completely new players get at least x2 until lvl 25, so it's not THAT unfair. Hyped about a new system though. Any change is good in a crazy old mod like this.
True, but from 25 on (the majority of the grind), they're likely to be stuck with x1
Title: Re: Multiplier
Post by: Pawiu on January 07, 2018, 05:16:27 am
Isn't current xp per tick  like x1,5 of what it was in "old" days?
Title: Re: Multiplier
Post by: BlackxBird on January 07, 2018, 05:18:45 am
we have 3x xp right now, which i think is total bullshit tbh.
Title: Re: Multiplier
Post by: Rando on January 07, 2018, 09:33:19 am
xp is fine where it's at, but gold does need a nerf. Plate is actually pretty strong again from what I've seen so far
Title: Re: Multiplier
Post by: Jona on January 08, 2018, 05:30:09 pm
The multiplier system is entirely unfair to newer players, who are likely to be stuck with a x1 for a large amount of time.

Back in the day I never felt it was too unfair as a complete noob. Assuming you're so bad that you contribute literally nothing to your team, there's a fairly good chance you'll end up on the side with the larger banner stack, leaving your multi up to a coin flip every new map. It isn't entirely reasonable to consider a 50% chance for a multi to be all that unfair, when ideally if the balancer "worked" that would be what everyone got. Sure, your chances of keeping it may be less than a veteran player's, due to valor, but that's really the only downside (and let's be honest, getting rewarded for actually contributing is kinda how this should work). Also, at the start of each map roughly half of the players on the banner stack will lose their multi since they're likely to be split up due to randomization, so really the noob who is getting stacked with them every now and again doesn't lose it too much more often than everyone else, even those stacking. Not that I'm against a new system or anything, I just feel like the "noob-unfriendliness" argument is oftentimes fairly exaggerated.
Title: Re: Multiplier
Post by: RD_Professor on January 08, 2018, 08:10:26 pm
Yeah, Jona's speaking some truths. Even if you were literally a potato, are you really not going to get lucky and happen to spawn on the winning team a decent % of the time?

That said, I'd love proximity exp to keep fighting focused centrally. But tbh flags kinda do that already as long as they dont bug.
Yeah, you can get on the winning team a decent % of the time, but even if that chance is as high as 50%, you're still guaranteed to spend half of your time with a x1 multiplier, which is half as rewarding as the next tier in the ticks system. That's why I'd at least like to change the ticks to range from x3 to x5, so that going from one tier to another is not a massive change. For example going from x3 to x4 is only a increase by a factor of 4/3 increase, as opposed to going from x1 to x2, a increase of factor 2 or w/e. Then, adding on the proximity xp on top of that would give you a reward that is not contingent on being on the winning team.

That, or have the ticks be some constant amount, and give out some bonus at the end for winning. Just a thought.

Basically, when you are a noob or otherwise unable to perform well, I imagine that it can be frustrating that, for the most part, you are unable to influence your reward much, and have to rely on your team winning. On the other hand, with proximity xp, if you die in a team fight, you can say: "Yes, I helped the team by fighting with them, and I was rewarded for it."
Title: Re: Multiplier
Post by: Jona on January 08, 2018, 10:06:07 pm
Yeah, you can get on the winning team a decent % of the time, but even if that chance is as high as 50%, you're still guaranteed to spend half of your time with a x1 multiplier, which is half as rewarding as the next tier in the ticks system. That's why I'd at least like to change the ticks to range from x3 to x5, so that going from one tier to another is not a massive change. For example going from x3 to x4 is only a increase by a factor of 4/3 increase, as opposed to going from x1 to x2, a increase of factor 2 or w/e. Then, adding on the proximity xp on top of that would give you a reward that is not contingent on being on the winning team.

That, or have the ticks be some constant amount, and give out some bonus at the end for winning. Just a thought.

Basically, when you are a noob or otherwise unable to perform well, I imagine that it can be frustrating that, for the most part, you are unable to influence your reward much, and have to rely on your team winning. On the other hand, with proximity xp, if you die in a team fight, you can say: "Yes, I helped the team by fighting with them, and I was rewarded for it."

Problem with proximity xp is that is shafts ranged players (as they deserve, amirite?). So if you're just starting out, unused to the combat mechanics (haha, we don't get noobs anymore anyways) and therefore want to try your hand at some pew pew so that you don't need to learn how to block, you'll fail to see any proximity bonus xp anytime soon. Also, it encourages people to run in and die, instead of trying out some more advanced, potentially more helpful, maneuvers, i.e. flanking and distracting the enemy team.