Author Topic: New XP System?  (Read 1628 times)

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Offline Idzo

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Re: New XP System?
« Reply #15 on: May 25, 2013, 12:20:34 pm »
0
100/ping *1000 = exp

WOLOLOLO!   :mrgreen:


Peasants should start with lvl 20. I spoke about it before. Its nonsense that we all the time have to start from lvl 1.

Let us start from lvl 20 and we need to gain all exp from previous lvl's to proceed on lvl 21.

Practically we wouldn't have peasants anymore but screw them, they don't bring any good imo.
You just forgot to block in that period and run around like retard with pitch fork and stop cav... At least I did it.  :mrgreen:

So yeah. We need rewarding xp system not this crap.
So either, Score based or kill based, doesn't matter.


CHANGE THE XP SYSTEM CAMPAIGN 2013!!
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Offline Grumbs

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Re: New XP System?
« Reply #16 on: May 25, 2013, 12:41:55 pm »
+2
Only problem with that is part of what people like about RPG systems is regular rewards, and if you are sitting at lvl 20 for too long people won't get hooked. I think some people who retire actually like being a peasant for a bit too, just it takes abit too long to get viable imo. I would keep the regular rewards that levels bring, but make the whole levelling experience faster than now up to say 30, but then make 30-31 take longer to compensate.

New players should definately get some boosts though, maybe 100% XP boost for first gen or get some untradable masterworks for free
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Offline Leesin

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Re: New XP System?
« Reply #17 on: May 25, 2013, 12:49:16 pm »
+1
It will be* based on hits imo, e.g: when you hit someone with a good score and topping the scoreboard, you will gain a huge amount of exp but if you hit a fucking chinese leecher, you will gain nothing..

I doubt that's going to happen, I don't know if you played back when crpg first came out but rewards were based on kills, hits isn't much different, worst infact, it ended up in a spamfest with everyone team killing in attempt to steal all the kills, it was a massive clusterfuck which is why the system was originally changed. When it became proximity based it lead to massive xp barns, which were very fun, but still wasn't ideal.

If they're going to change it I would imagine it's going to be a mix, perhaps a mix of the current system and a mix of proximity based bonuses. IMO any xp system that involves getting xp and/or gold for hitting or killing an enemy wouldn't make no sense. We already learned years ago that those systems just don't work fairly and often end up with teamkill fests and become less about the "team winning" and more about the individual getting as much xp and gold as he possibly can before he dies.

Offline Molly

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Re: New XP System?
« Reply #18 on: May 25, 2013, 01:04:37 pm »
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And please remove valour while you're at it. One of the worst ideas ever introduced to crpg...
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Offline Idzo

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Re: New XP System?
« Reply #19 on: May 25, 2013, 02:56:49 pm »
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Only problem with that is part of what people like about RPG systems is regular rewards, and if you are sitting at lvl 20 for too long people won't get hooked. I think some people who retire actually like being a peasant for a bit too, just it takes abit too long to get viable imo. I would keep the regular rewards that levels bring, but make the whole levelling experience faster than now up to say 30, but then make 30-31 take longer to compensate.

New players should definately get some boosts though, maybe 100% XP boost for first gen or get some untradable masterworks for free

I could agree. For me, being peasant was annoying but at same time it was fun and more competitive. I always wanted to be better with my peasant than some higher lvl guys.
I put in lot more effort and cared more for that time... But like I said it was rly annoying.
That's why I rarely lvl up my alt char.

But if devs are about to make system that goes for score or kills peasants would never lvl up..

I doubt that's going to happen, I don't know if you played back when crpg first came out but rewards were based on kills, hits isn't much different, worst infact, it ended up in a spamfest with everyone team killing in attempt to steal all the kills, it was a massive clusterfuck which is why the system was originally changed. When it became proximity based it lead to massive xp barns, which were very fun, but still wasn't ideal.

If they're going to change it I would imagine it's going to be a mix, perhaps a mix of the current system and a mix of proximity based bonuses. IMO any xp system that involves getting xp and/or gold for hitting or killing an enemy wouldn't make no sense. We already learned years ago that those systems just don't work fairly and often end up with teamkill fests and become less about the "team winning" and more about the individual getting as much xp and gold as he possibly can before he dies.

But that's why we have that bonus area where you get points for being near your teammates. Don't you agree that should compensate?

And please remove valour while you're at it. One of the worst ideas ever introduced to crpg...

I wouldn't agree. Saved my x5 so many times. Imo very good idea.
 
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Offline Testicleez

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Re: New XP System?
« Reply #20 on: May 25, 2013, 03:30:21 pm »
+2
My personal opinion on the matter: If the new xp system has to do anything with getting more score or kills, it will lead to a lot people fighting over kills. Imagine hopping on Battle right now, at the game's current state, and watching a group of 5 teammates gang up on 1 enemy player. Looks a little messy sometimes, an occasional Teamkill might happen... Now imagine hopping on Battle with a new xp system which rewards Score/Kills, and watching a group of 5 teammates gang up on 1 enemy player. It's going to be very messy. Teamkills out the wazoo, people constantly raging in chat "KILL STEALER! KILL STEALER!"

This might just be me, but when I hop on and play, I think at the beginning of every round... "How can I best contribute to the team to help us win the round?" I attempt to be a 'teamplayer,' because helping to win the round for your 'team' gets you more XP & Gold. I honestly do not see a major flaw in the current system, minus the small 'leeching' problem which I believe could be resolved in easier ways rather than changing up the entire XP system and taking teamwork out from the equation.

If the new XP system rewards Score and/or Kills in any way, the objective will no longer be 'winning it for your team,' it will be 'winning it for yourself.'
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Offline LordLargos

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Re: New XP System?
« Reply #21 on: May 25, 2013, 11:55:04 pm »
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Might be awhile, keep in mind these are the devs we're talking about
No, a heraldic version will be added next time.
This was 3 large updates ago.
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Offline KaMiKaZe_JoE

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Re: New XP System?
« Reply #22 on: May 26, 2013, 12:09:26 am »
+3
I like the current system, in so far as it promotes team work. Admittedly, it does so in a rather detached way: if your team wins, then you get more XP, so anything you do to help your team win is, technically, working towards getting more XP.

The thing is, this is rather abstract. There's no immediacy to it--no little flash of green numbers rewarding your current behavior. It does no directly reward good performance.

I think a combination of the current multi system and something that directly rewards individual players' performance would be best. I have no idea exactly how individuals should be rewarded without prompting selfish behavior, though. Perhaps the solution lies in a complex thing: something that takes into account many factors, like damage dealt, proximity to teammates (when killing and when being killed), number of kills, etc. Something like a super-score, which is then used to determine an individual XP bonus.

Also, this super-score should take into account whether you're on a horse or not, and if so, should actually take XP away from you. If you lose X amount of XP, you get banned until you respect into a less OP class.
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Offline Glyph

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Re: New XP System?
« Reply #23 on: May 26, 2013, 11:30:35 am »
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