Ever since CRPG changed to the xp/gold per minute system, weve had some good changes and a lot of bad.
Good things- Upkeep Fantastic change in my opinion and something that was really needed. I still dont think things have gone far enough, but thats my opinion.
- Ease of advancement - Even new/unskilled players can advance and earn gold.
Bad things- Personal contribution personal contribution still matters, but the individual player has little effect on their overall reward. You can play the game of your life and lose with a x1, or play like shit and get x5s.
- Leeching as you dont REALLY need to contribute, its caused a whole new problem. Devs have to constantly be aware of people who are hiding, or not contributing enough, etc.
- Attitude shift the addition of multipliers has caused the overall attitude in CRPG to change. It used to be more about fun. Nowadays its all about the multi. The amount of anger, resentment, bad sportsmanship, etc have really increased since we moved to this new system.
- Reward discrepancy with the multi system, losing is a HUGE punishment and winning is a HUGE reward. Especially combined with the balance system its usually 1 side that wins over and over again and can hold x5s for hours. Sure, they may lose it the first round when the map switches, but theyll get back up to x5 again in no time. Being on the other side of a clan-stack is no fun as you are relegated to getting x1s the whole time.
- Builds as winning is more important than anything else, (gotta keep that x5!) people will abuse anything they can in a desperate attempt to win. Instead of using more fun builds, people have moved towards more gamey builds.
I personally feel that the xp/gold per minute system has really ruined a lot of fun that was present in the old system. I suggest we return to a modified version of the old xp/gold system.
For those that werent around back then or forgot how it worked, it worked like this:
If you were near combat you got gold/xp for every enemy killed. Higher level players were worth more xp/gold. After you died, you still received gold and xp for a certain amount of time. If your team wins, you gain all the xp and gold you earned over the round. If your team lost you gain (if I remember correctly) 25% of it.
Now what if we combined the old system with upkeep? Your cumulative chance of upkeep would continue as long as you were alive. With our current system I think its a 4% cumulative chance per minute. So, if youre alive for 4 minutes, you have a 16% chance of upkeep per item. If we based it on how long you live, if you only live 2 minutes, you have an 8% chance. If you lived 4 minutes, youd have a 16% chance. That way, people who die early and lose out on xp/gold will still be able to keep pace with people upkeep-wise who live longer.
In the new system, being a peasant is pointless. It doesnt matter what you do and its over in hours. In the old system, you had to play and you had to play hard as a peasant. You had to try to stay alive at all costs which was fun as hell. Nowadays, it doesnt matter what you do. You could just tape down your w key and no one would notice. Its just a time-waster.
In the old system, being a peasant was more of a learning system. Since staying alive was so important it forced you to play better. New system keeps players bad and rewards them anyway. Those are the people who grow up to write forum posts about how such and such is overpowered.
Obviously the gold/xp per kill will have to be increased from the original system, but I think this will help bring a lot of fun back to the mod. I feel that it would help promote teamwork, all the while making individual contributions important again. I just think the current system has gotten really stale and could use a change.
What say you?