cRPG
cRPG => Suggestions Corner => Topic started by: Chazzer1 on June 04, 2011, 01:04:36 pm
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Ok, my problem is that if i was playing and had got like 11 kills what reward do i get? Everyone on my team gets the multiplier and killing 11 guys wont do that much if there is 150 people playing. Another problem is that when i fight against someone with a flamberge in plate i'm thinking, why am i doing this? Here is my master plan, i am unsure if it is possible or not.
1. IMPORTANT, i am not proposing you get gold for each kill, that would not fix my problem with fighting good people.
Here is what i am saying. When u hit someone you get say 10 gold and 10xp or what ever. So if i'm a peasant and i end up alone against a knight. If i hit him 50 times then kill him i get 500 gold. (very extreme case). But if the knight slices the peasant's face of he only gets 10.
2. IN ADDITION, if you are an archer and you often dont get kills this works because your are earning gold for each hit.
3. BIG QUESTION, now what happens if people just chose a short bow and spam hit? well this is the master plan, when you kill that person the number of hits is doubled. So if you hit someone 5 times then kill him you get 100 gold. (This can be balanced later on, the gold and xp is estimate from me).
4. OPTIONAL IDEA, one problem is if your fighting somone and have hit him like 10 times then your friend kills him, your friend just lost you 200. This could lead to fights and tk's. To resolve this if the guy kills you, your xp and gold from the hit count is halved.
SIMPLE LAY OUT
I hit a knight, nothing happens immediately but when he dies i get my gold. If i hit him 5 times. I kill him: I get 5 x 10 x 2 = 100, He kills me 5 x 10/2 = 25, Someone else kills him, 5 x 10 = 50. So there will not be the "KILLSTEALINGmy old friend I HATE YOU" attitude, because you don't want to risk it.
ENHANCED GAME PLAY
I see a knight, i think, if i kill this guy i will get lots of money but i don't want to get killed. Getting killed means you lose a lot of money, think about it. The more hits you land on everyone will result on more gold when they are finally killed. So there will be less suicide charges, people will end up trying to get a hit on him but not getting killed, this is more realistic. Also pike men and archers will get money, at the moment they end up stabbing and hurting the guy then some two hander runs in and kills him. How does the archer feel? with this system he will get the gold he earned. Also this stops leeching, you cant just sit there hiding, you have to try and get a hit. It will also encourage lower levels to be ranged, then as they level up become a melee guy.
MULTIPLIERS
Perhaps we will keep the round win multiplyer and all that, but leecher polls will be removed. This should result in people clumping together alot more and leechers will just die without getting hits.
This is probably impossible, i have no idea how the scripting works but if you could get it to run of the number of hits it would be cool. This is a rushed version of the whole idea, if people have views or improved versions of this plan please post here. Thanks :)
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Er..what about people (like myself) that specialize in killing their opponent in one or two hits? This would screw us super hard.
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Ok, my problem is that if i was playing and had got like 11 kills what reward do i get? Everyone on my team gets the multiplier and killing 11 guys wont do that much if there is 150 people playing. Another problem is that when i fight against someone with a flamberge in plate i'm thinking, why am i doing this? Here is my master plan, i am unsure if it is possible or not.
1. IMPORTANT, i am not proposing you get gold for each kill, that would not fix my problem with fighting good people.
Here is what i am saying. When u hit someone you get say 10 gold and 10xp or what ever. So if i'm a peasant and i end up alone against a knight. If i hit him 50 times then kill him i get 500 gold. (very extreme case). But if the knight slices the peasant's face of he only gets 10.
2. IN ADDITION, if you are an archer and you often dont get kills this works because your are earning gold for each hit.
3. BIG QUESTION, now what happens if people just chose a short bow and spam hit? well this is the master plan, when you kill that person the number of hits is doubled. So if you hit someone 5 times then kill him you get 100 gold. (This can be balanced later on, the gold and xp is estimate from me).
4. OPTIONAL IDEA, one problem is if your fighting somone and have hit him like 10 times then your friend kills him, your friend just lost you 200. This could lead to fights and tk's. To resolve this if the guy kills you, your xp and gold from the hit count is halved.
SIMPLE LAY OUT
I hit a knight, nothing happens immediately but when he dies i get my gold. If i hit him 5 times. I kill him: I get 5 x 10 x 2 = 100, He kills me 5 x 10/2 = 25, Someone else kills him, 5 x 10 = 50. So there will not be the "KILLSTEALINGmy old friend I HATE YOU" attitude, because you don't want to risk it.
ENHANCED GAME PLAY
I see a knight, i think, if i kill this guy i will get lots of money but i don't want to get killed. Getting killed means you lose a lot of money, think about it. The more hits you land on everyone will result on more gold when they are finally killed. So there will be less suicide charges, people will end up trying to get a hit on him but not getting killed, this is more realistic. Also pike men and archers will get money, at the moment they end up stabbing and hurting the guy then some two hander runs in and kills him. How does the archer feel? with this system he will get the gold he earned. Also this stops leeching, you cant just sit there hiding, you have to try and get a hit. It will also encourage lower levels to be ranged, then as they level up become a melee guy.
MULTIPLIERS
Perhaps we will keep the round win multiplyer and all that, but leecher polls will be removed. This should result in people clumping together alot more and leechers will just die without getting hits.
This is probably impossible, i have no idea how the scripting works but if you could get it to run of the number of hits it would be cool. This is a rushed version of the whole idea, if people have views or improved versions of this plan please post here. Thanks :)
Some good ideas, but there are simpler things that could be done to encourage useful behavior on the battlefield. Like simply granting more loot to people that win more often than they loose (W/L ratio idea, click the link in my sig)
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Make it so that it only works for archers :P
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ehm.... what about the 30/9 flamberge user who 1-hits everything? yay... two times 1...
or the plated charger rider who bump the enitre enemy team, gettting 10 hits in 10 second...
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Also, such a system could be heavily abused. Just imagine two guys of opposite teams wearing plate and hitting themselves repeatedly with wooden sticks...
Maybe add a simple assist +10 gold and exp, kill +10 gold and exp combat bonus? So if you hit someone, you get the assist bonus, and if you later kill him, you get the kill bonus as well (max 20 per opponent). Could still be somewhat abused, but would need a larger group.
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I was going to add on horses or fists. As for wooden sticks, if a knight was using one im sure an enemy would kill him with a sword. And if two people are left alone with sticks they get kicked/ban.
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Or you could just get xp/gold for how much damage you do. This cannot be abused, period. Then have how much xp/gold you get from damage, be related to the weapon type. 5xdamage for melee/cav, 7xdamage for ranged, this ontop of an already passive xp/gold system. The system itself works without being able to be exploited quite easily. Making a damage counter and running it on battle/siege for a day to see what the average damage is for each class would make it significantly easier to balance the gold/xp gain as well.
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That is great for knights and all that. but what about peasents.
BRAIN WAVE.
Higher your level the less your hit multiplayer. That would be epic. If your lvl 35, and cleaving through the enemy you wont get as much gold as a lvl 15 who is epic with a cheap weapon getting less kills.
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I was going to add on horses or fists. As for wooden sticks, if a knight was using one im sure an enemy would kill him with a sword. And if two people are left alone with sticks they get kicked/ban.
Never rely on manual interaction when designing a system like this. I don't know how it is on NA, but on EU, there are long periods with no admins on and kick/ban votes rarely work.
Or you could just get xp/gold for how much damage you do. This cannot be abused, period. Then have how much xp/gold you get from damage, be related to the weapon type. 5xdamage for melee/cav, 7xdamage for ranged, this ontop of an already passive xp/gold system. The system itself works without being able to be exploited quite easily. Making a damage counter and running it on battle/siege for a day to see what the average damage is for each class would make it significantly easier to balance the gold/xp gain as well.
Yeah, this might work. Maybe also scale it with player level difference, so that a peasant gets more for damaging a knight than vice versa.
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Or you could just get xp/gold for how much damage you do. This cannot be abused, period. Then have how much xp/gold you get from damage, be related to the weapon type. 5xdamage for melee/cav, 7xdamage for ranged, this ontop of an already passive xp/gold system. The system itself works without being able to be exploited quite easily. Making a damage counter and running it on battle/siege for a day to see what the average damage is for each class would make it significantly easier to balance the gold/xp gain as well.
The purpose of battle is to win, but sometimes you win thanks to decoy, dieing to a couching cav who runs into a wall afterwards, and get chopped by the decoy teammates. And you'll just give xp/gold to the "hey i wounded an immobile target" instead to the "hey, i lured a cav in a wall as a peasant, even though i got owned".
Even at high level, you can "pull" 3 or 4 good ennemy fighters, running/fighting away, and let the rest of your team kill the others. You'll surely die, maybe without doing any damage, but you definitely helped winning the round.
Doing damage, even against horses, is NOT the only way to be usefull on battle. So... NO.
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The purpose of battle is to win, but sometimes you win thanks to decoy, dieing to a couching cav who runs into a wall afterwards, and get chopped by the decoy teammates. And you'll just give xp/gold to the "hey i wounded an immobile target" instead to the "hey, i lured a cav in a wall as a peasant, even though i got owned".
Even at high level, you can "pull" 3 or 4 good ennemy fighters, running/fighting away, and let the rest of your team kill the others. You'll surely die, maybe without doing any damage, but you definitely helped winning the round.
Doing damage, even against horses, is NOT the only way to be usefull on battle. So... NO.
Your argument basically goes like this: We cannot have a complete rewarding system for all battle situations, therefore we also don't implement a partial one.
Doesn't make a lot of sense for me.
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The purpose of battle is to win, but sometimes you win thanks to decoy, dieing to a couching cav who runs into a wall afterwards, and get chopped by the decoy teammates. And you'll just give xp/gold to the "hey i wounded an immobile target" instead to the "hey, i lured a cav in a wall as a peasant, even though i got owned".
Even at high level, you can "pull" 3 or 4 good ennemy fighters, running/fighting away, and let the rest of your team kill the others. You'll surely die, maybe without doing any damage, but you definitely helped winning the round.
Doing damage, even against horses, is NOT the only way to be usefull on battle. So... NO.
This is a rarity in battle and even less of one in siege(if at all). Conceptually it's a strong argument against my case but in practice it would prove to be much less of an issue. It's about as strong of a case as the "camping every round to get more ticks" argument was, when the current passive xp system came out.
That is great for knights and all that. but what about peasents.
BRAIN WAVE.
Higher your level the less your hit multiplayer. That would be epic. If your lvl 35, and cleaving through the enemy you wont get as much gold as a lvl 15 who is epic with a cheap weapon getting less kills.
You could just as easily have levels count into how much extra xp you get per damage, with what I proposed.
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Noo.
The old system was the best.
For this i think the hit system is bad what bout a % damage bonus?
Yes, if i deal the 50% i have tot xp/gold, 20% damege...
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I think the system we've now is fine, but I would also like a small reward for hitting people.
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Also, don't forget about duel rewards. We had a small bonus/kill back then, why not?
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I know what would really add to game play, when someone is wounded they run and hit slower. This would mean shooting somone in the leg under their shield would do something. :) also i think toffi is right, the system now is good. Though perhaps a bonus for being close to the fighting also. Defiantly duel gold is needed. Perhaps every time you get a kill you get some gold. :)
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I know what would really add to game play, when someone is wounded they run and hit slower. This would mean shooting somone in the leg under their shield would do something. :) also i think toffi is right, the system now is good. Though perhaps a bonus for being close to the fighting also. Defiantly duel gold is needed. Perhaps every time you get a kill you get some gold. :)
This would have to be so low that you'd get more in battle on x1, otherwise it would be exploited.
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some good ideas, especially for encouraging low level beginners. but, since the abooze is an awesome thing, people will get 36 stones, throw eachother before the fight and such cases.
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I liked the proximity system for gold and experience. Perhaps we could just have that back ON TOP of what we have now. That'd be both challenging and accommodating.
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I think the new system is the best one. It advances the teamplay. Maybe your idea could be used for "low level" peasants. Maybe peasons with less than level 10 could make some extra xp, by getting paid (xp) for single hits. But you currently don't stay peasant for a long time, so that discussion makes no sence for me..
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hmm, keep the ideas coming guys. :)
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how many times do you ihave to be reminded, that anything that rewards kills/hits/assists/etc DOES NOT ENCOURAGE TEAMPLAY.
They already had a system like that...guess what?...it got replaced with something better!
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Ok Digglez, firstly this is a constructive thread.
1. If you want to say something, give reasons and examples, don't just tell us that it doesn't encourage teamplay. Give examples.
2. It is widly accepted a new system would go on top of the old one, the team play would remain but there would be an advantage for more skilled players and it would make it more fair for peasants.
3. It is debatable if the new system is better, where is the reward for being good? you get the same gold as everyone on your team.
A good idea is perhaps that you get a multiplier for ever 5 kills you get without dying or something like that.
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Your argument basically goes like this: We cannot have a complete rewarding system for all battle situations, therefore we also don't implement a partial one.
Doesn't make a lot of sense for me.
My argument was against the "complete rewarding system" that was exposed. I never said anything against or for a partiel one, since it wasn't the question anyway. If you don't want it to make sense, then of course it won't make sense. -_-
Your argument goes like this : "You argumented why there shouldn't be a complete rewarding system, but didn't said anything about a partiel one, wich doesn't make sense". Now who doesn't make sense. -_-
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Digglez didn't give many examples and reasons because this has been debated a lot of times since January patch, and you don't bring new ideas (check forum, you will find many many thread about it, with all of your ideas and many more).
What he wants to say, is that a kill rewarding system only bring steal kill behaviour or rush and crush without any teamwork, the former system was like this, you earned xp and gold by each kill you made or by each killed you were near.
It was a fail, and dev team find this new system, which is less rewarding for your e-peen but much for your teamwork (somehow).
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I got a good idea, lets make it so you get xp and gold per minute & if you win the round you get a multiplier .. say x1 for every win, and if you lose you lose the multiplier, this should inspire team work because xp and gold is based off of if your team wins not on how many kills you got or how close to the mayhem you were or how many times you glanced off of a knight trying to score your measly extra 10 gold.
xD
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This idea would not encourage the vast amount of crappy players out there to play. It seems that most games 80% of the kills (and most likely damage as well) are done by the the top 2 or 3 players on each team. This would mean 80% of the wealth would go to 5% of the players. Medievally realistic but not much fun. Then too we will hear a lot of forum rage against cav and head shotting range, because although it sucks now being the first one being randomly killed in the charge it would be very angrifying to know you're losing out on cash and exp because of your bravery.
As for team work, it might not kill it but it would maim it into something gawdawful aberration of nature. It's bad enough with guys charging at unshielded 2 hander guys out in the open without letting archers/throwers 'soften' them up first (especially on bridges!), or leaving the protective umbrella of ranged on a rooftop to chase a peasant down for the easy kill, losing that 'arrow in the back of the head whilst dueling' advantage, plus leaving the enemy access to the archer's ladders. Needless to say TKing TWing will increase ten fold.
As a useless player who can't hit the broad side of castle with a broad axe, I still believe I do my part. I try draw enemy into our archer's fire (and turn them so thier backs are exposed), I try set up enemies when I see cav charging behind me, I circle round dueling guys to distract and dismay (until they recognize my char and ignore me).
All those 0 kills and 6 deaths people do something, even if is just to give better players the satisfaction of chopping them in half. Stop paying them and they'll (ok, ok, we'll) stop playing and then you might as well just play on the duel server.
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This idea would not encourage the vast amount of crappy players out there to play. It seems that most games 80% of the kills (and most likely damage as well) are done by the the top 2 or 3 players on each team. This would mean 80% of the wealth would go to 5% of the players. Medievally realistic but not much fun. Then too we will hear a lot of forum rage against cav and head shotting range, because although it sucks now being the first one being randomly killed in the charge it would be very angrifying to know you're losing out on cash and exp because of your bravery.
As for team work, it might not kill it but it would maim it into something gawdawful aberration of nature. It's bad enough with guys charging at unshielded 2 hander guys out in the open without letting archers/throwers 'soften' them up first (especially on bridges!), or leaving the protective umbrella of ranged on a rooftop to chase a peasant down for the easy kill, losing that 'arrow in the back of the head whilst dueling' advantage, plus leaving the enemy access to the archer's ladders. Needless to say TKing TWing will increase ten fold.
As a useless player who can't hit the broad side of castle with a broad axe, I still believe I do my part. I try draw enemy into our archer's fire (and turn them so thier backs are exposed), I try set up enemies when I see cav charging behind me, I circle round dueling guys to distract and dismay (until they recognize my char and ignore me).
All those 0 kills and 6 deaths people do something, even if is just to give better players the satisfaction of chopping them in half. Stop paying them and they'll (ok, ok, we'll) stop playing and then you might as well just play on the duel server.
Exaggerations, baseless assumptions and a lack of understanding that a damage/kill bonus could be small, level based and not replace the current system. And let's face it, while you turning other players around is certainly helpful, it would be even more helpful (and therefore meritable) if you actually damaged them.
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The current system is socialist, aka "teamwork". You do all the work plowing to the flag while some people just sit next to their computer and hold down 'w' till they get killed while watching family guy to collect xp and gold.
But the old system was greedy.
Both bad, both are destructive in their purest form, so mix them!
I like your system, you should be alive when they die to get the gold, so you cant "tag" everyone in a suicide rush.
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You do all the work plowing to the flag while some people just sit next to their computer and hold down 'w' till they get killed while watching family guy to collect xp and gold.
I play for the fun (including teamwork) not for the xp. If people only play for getting some virtual xp/gold they should do so. As long they are peasants it should be not that big problem for the others and i personally have no problem if they want to interrupt their films every few minutes. :mrgreen:
In my opinion the current system is the best so far. No matter which system you choose, there will ever be people who abuse it..
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I like the gold over time system, but I also really miss trying to kill knights because they were worth something more.
Keep the current system, but add a small reward for kills that isn't effected by the multiplier. Make it based off the persons level and a percentage of their equipment cost, and split it up based on how much damage you did to the target (assists).
The only real problem with something like this is that the old "what about the guy who dies for the cause?" and I think not only should you be rewarding for killing enemies, but also for enduring damage in battle. Maybe the amount you specifically are worth?
You would need to lower the base gold amount to something around 30/min to make it so you can't overload on gold and everyone runs around in plate.
Sorta like a salary + comish style reward system imo.
Everyone wins.
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what about the 34 /6 11iron flesh 11 powerstrike two hander like me... will be a real gold generator for enemies...
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..but add a small reward for kills that isn't effected by the multiplier. Make it based off the persons level and a percentage of their equipment cost..
It would be better to make it based on the overall kill-death ratio. Cause even bad people can wear heavy knight gear and why should you get some extra stuff by killing them?
..and split it up based on how much damage you did to the target (assists).
Like that idea. Should be not that hard to implement. Check DB for kd-ratio -> calculate how many hits the attacker would need to kill his target -> take the right percentage for every single strike :)
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we need to keep the current system but do it like 40g and 1000xp a minut but if you hit someone you also get additional gold, so you always have a standert income, but good players also get a personal reward
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It would be better to make it based on the overall kill-death ratio. Cause even bad people can wear heavy knight gear and why should you get some extra stuff by killing them?
Like that idea. Should be not that hard to implement. Check DB for kd-ratio -> calculate how many hits the attacker would need to kill his target -> take the right percentage for every single strike :)
The main reason I think your gear should factor into it is because the person is spending some serious cash to wear the stuff, you should get some serious cash for killing them. (Not like 9000g but like 3 for lvl 30, and 5 for wearing 50k worth of stuff.
Plated Charger Horsemen will be worth a pretty penny.
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The main reason I think your gear should factor into it is because the person is spending some serious cash to wear the stuff, you should get some serious cash for killing them. (Not like 9000g but like 3 for lvl 30, and 5 for wearing 50k worth of stuff.
But everyone can wear expensive stuff and this doesn't mean that the player is good. Thats why I think that it's a bad idea to get money/xp by killing a high armored bad playing knight, if it is more challenging to kill a light armored good player.
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Hit your enemy 5-10 times before you kill him and be rich !
Sounds like Ninjas gonna shit gold.
I have a different idea.
Keep our multi system
Add this : If you stay alive at the end of the round,you'll not pay any upkeep as a reward ! If you die no matter your team won or lost, you'll pay upkeep (Random amount of items to be repaired.)
I don't think killing as many enemies as you can without giving a shit about teamwork should be rewarded.Game would become more like Team Deathmatch than a coordinated battle.
If you reward a guy for staying alive after the battle-which makes sense since you cannot reward a dead man !-
this will be the most balanced and profitable way i think.
This will also add more logic and battlefield tactics into the game i think.People will start to act as an army instead of bunch of kill greedy individuals.
Think about it.
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Koyama, i agree that rewarding someone that stay alive is a good idea and it's logical somehow.
But, you know the players, i guess we will see more leechers that will try to hide somewhere to not be killed... May be if you make 2-3 kills in the round and you don't die you don't pay upkeep. I don't know, i really like the actual system and i'm not for a e-peen rewarding system, but may be something can be found.
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Koyama, i agree that rewarding someone that stay alive is a good idea and it's logical somehow.
But, you know the players, i guess we will see more leechers that will try to hide somewhere to not be killed... May be if you make 2-3 kills in the round and you don't die you don't pay upkeep. I don't know, i really like the actual system and i'm not for a e-peen rewarding system, but may be something can be found.
Leechers don't give a shit about upkeeps mate ^^ they wear peasant clothes and cudgels i don't think people will abuse this system to bypass paying 6 gold upkeep.I haven't seen a guy with Danish sword and gothic plate leeching therefore i think that suggestion won't increase the amount of leechers.It could decrease tho ! Since you won't pay anything if you stay alive people might consider contributing to their team instead of leeching.
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Koyama you got a point.
But ppl would be affraid of dying and we will see more and more ranged fighting.
I dunno, i like your idea, so i try to found what could be the cons.
I guess that devs have thinked of this possibility when they were working on the new system, i'd like to know their conclusion.
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How do you reward the shielder that stands in the shield wall?
How do you reward the pikeman that defends your archer clump from cavalry?
How do you reward the melee that guards the ladder leading to your archers?
How do you reward the person who leads the charge into the enemy line?
How do you reward the archer that prioritizes killing enemy horses rather than peasants?
Unless you can find a way to reward all useful actions similarly, you should probably not reward any of them. The current system rewards one thing, and one thing only: Winning. That is ultimately the only objective measure for how much you do for your team.
Of course, the weakness with the current system is that semi-AFK players earn almost the same rewards as active participants. Fixing that would be cool, but not if it means rewarding selfish actions over team play actions.
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this system would mean anyone doing 1 hit kills is fucked. couch lancing would dissapear
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we need to keep the current system but do it like 40g and 1000xp a minut but if you hit someone you also get additional gold, so you always have a standert income, but good players also get a personal reward
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Personal reward for good players?
As someone said, shielder that protect, pikemen that kill horses, archer that soften enemies or kill horses, good teamplay player but awfull at k/d, all this players will not be rewarded still they participate activly for their team to win.
Reward based on k/d only reward e-peen and doesn't promote teamwork.
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we nede assists! for killing mounted horses and doing damage(maybe even putting up ladders)
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Hit your enemy 5-10 times before you kill him and be rich !
Sounds like Ninjas gonna shit gold.
I have a different idea.
Keep our multi system
Add this : If you stay alive at the end of the round,you'll not pay any upkeep as a reward ! If you die no matter your team won or lost, you'll pay upkeep (Random amount of items to be repaired.)
I don't think killing as many enemies as you can without giving a shit about teamwork should be rewarded.Game would become more like Team Deathmatch than a coordinated battle.
If you reward a guy for staying alive after the battle-which makes sense since you cannot reward a dead man !-
this will be the most balanced and profitable way i think.
This will also add more logic and battlefield tactics into the game i think.People will start to act as an army instead of bunch of kill greedy individuals.
Think about it.
This its only fuckin fair that u dont have to pay upkeep if u manage to survive a whole round and contribute to gettin your team a multi
+1
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Hit your enemy 5-10 times before you kill him and be rich !
Sounds like Ninjas gonna shit gold.
I have a different idea.
Keep our multi system
Add this : If you stay alive at the end of the round,you'll not pay any upkeep as a reward ! If you die no matter your team won or lost, you'll pay upkeep (Random amount of items to be repaired.)
I don't think killing as many enemies as you can without giving a shit about teamwork should be rewarded.Game would become more like Team Deathmatch than a coordinated battle.
If you reward a guy for staying alive after the battle-which makes sense since you cannot reward a dead man !-
this will be the most balanced and profitable way i think.
This will also add more logic and battlefield tactics into the game i think.People will start to act as an army instead of bunch of kill greedy individuals.
Think about it.
but this will also make people go like, i have my multiplier, so i'll stay back from the fight so i won't pay any upkeep because my team will win anyway. solved some problems but added one aswell :wink:
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but this will also make people go like, i have my multiplier, so i'll stay back from the fight so i won't pay any upkeep because my team will win anyway. solved some problems but added one aswell :wink:
Well,if people do that,they risk their multi.
I do know that the current exp system is better than zhe old one but somethings might be added i think.
"No upkeep if you survive the battle" system would be the best i think.Im thinking of myself , i am paying 1-2k upkeep every round.I am using my best weapon and best armour sets all the time.If this system added,my play style won't change anyway.But i'll be rewarded if i protect my team or support them on battle (Since im a polearm build, my aim is not to kill people but stun them to create opportunities for my team.) and survive .This may lead cavalary play wiser and more coordinated with their team.(It will also increase usage of heavy horses + armour which are lacking since light cavalary is OP.)
Since it doesn't give you a bonus , it only disables paying upkeep , i don't think it is abusable.
Mindstorm mindstorm ^^ find a fail spot on this suggestion , or let's move this to zhe devs.
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no upkeep if you survive battle? what about them damn unlucky guys get headshotted spawn-spawn? have anyone thought of them?
the current XP/gold system is fine, stop thinking about new ones, this is quite new user friendly, what more do you want?
edit: after going thru all the posts (damn you walls of text), i still have to stick to my opinion. If you cannot reward all the useful activities being done during a battle, but you might be able to reward some, do you think it is fair? No.
But still, there are rounds when u get loads of kills, on others you are happy to run into any foe at all (yeah, happened few times, i lead a brave commando, just to navigate on the city tunnel sewer map for 2 rounds without meeting any enemy O.o)
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Add this : If you stay alive at the end of the round,you'll not pay any upkeep as a reward ! If you die no matter your team won or lost, you'll pay upkeep (Random amount of items to be repaired.)
This will only increase cowardice. Everyone will have a crossbow and try to shoot from the last row.