Poll

Update multiplier during the round before every xp/gold gain ?

Yes
35 (76.1%)
No
11 (23.9%)

Total Members Voted: 46

Voting closed: March 30, 2011, 01:31:46 pm

Author Topic: [SUGG] Team performance based experience system [edited]  (Read 3881 times)

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Offline chadz

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Re: [SUGG] Team performance based experience system
« Reply #15 on: March 23, 2011, 09:52:56 am »
0
Looks interesting, I'll have a detailed look later. I have some changes planned, this might come in handy. No promises, though :P

Offline Vibe

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Re: [SUGG] Team performance based experience system
« Reply #16 on: March 23, 2011, 10:06:43 am »
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The squad of code total makeover demands those else if's to be turned into case!

On topic: I support this idea, seems like it's well thought out.
« Last Edit: March 23, 2011, 10:08:44 am by Vibe »

Offline The_Bloody_Nine

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Re: [SUGG] Team performance based experience system
« Reply #17 on: March 23, 2011, 10:27:03 am »
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Looks interesting, I'll have a detailed look later. I have some changes planned, this might come in handy. No promises, though :P
Hate you!

edit: ok, finally took the time to read and understand the OP, and I must say: Its absolute brilliant! full support.
« Last Edit: March 23, 2011, 10:53:30 am by The_Bloody_Nine »

Offline Punisher

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Re: [SUGG] Team performance based experience system
« Reply #18 on: March 23, 2011, 11:28:01 am »
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Great idea Garrus, it would definetly improve the gameplay and I would love to see it implemented.

Offline Garrus

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Re: [SUGG] Team performance based experience system
« Reply #19 on: March 23, 2011, 12:28:04 pm »
0
I was thinking.
It would be silly to refresh the multiplier during the round ?
In current system it is useless because it bothers only with victory or loss.
But if we take kill- and surviverate into account.

So after every minutes, before gaining the gold/xp, modify the multiplier.

This would further reduce the game's staticness.
It would force attacks and defenses.

I put this into OP, and I start a poll.
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Offline ManOfWar

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Re: [SUGG] Team performance based experience system [edited]
« Reply #20 on: March 23, 2011, 01:03:13 pm »
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This man is a genius! Put him on a pedestal immediately!
Just a soldier

Offline Punisher

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Re: [SUGG] Team performance based experience system [edited]
« Reply #21 on: March 23, 2011, 01:56:51 pm »
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Not sure about the dynamic multiplier, I think it will encourage constant camping by the team who starts with the higher multiplier.

Offline Camaris

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Re: [SUGG] Team performance based experience system [edited]
« Reply #22 on: March 23, 2011, 02:15:53 pm »
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How do you want to make this work with siege?


Offline Garrus

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Re: [SUGG] Team performance based experience system [edited]
« Reply #23 on: March 23, 2011, 02:16:29 pm »
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Not sure about the dynamic multiplier, I think it will encourage constant camping by the team who starts with the higher multiplier.

Yes, I underline again that the idea of dynamic multiplier is in alpha stage. I will update it soon I hope.

How do you want to make this work with siege?

The dynamic multiplier or the original concept ?
« Last Edit: March 23, 2011, 02:19:39 pm by Garrus »
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Offline Vibe

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Re: [SUGG] Team performance based experience system [edited]
« Reply #24 on: March 23, 2011, 02:18:49 pm »
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Not sure about the dynamic multiplier, I think it will encourage constant camping by the team who starts with the higher multiplier.

Agree.

Offline Leiknir

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Re: [SUGG] Team performance based experience system [edited]
« Reply #25 on: March 23, 2011, 02:24:53 pm »
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What about siege? (if you dont find a way to balance income to battle, one mode will die again)
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Offline Punisher

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Re: [SUGG] Team performance based experience system [edited]
« Reply #26 on: March 23, 2011, 02:30:45 pm »
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For siege maybe it could be possible to add some "smaller" flags in different locations that if conquered in a specifc amount of time (2 min for each, for example) increase the attackers multiplier (or the defender's if they don't get taken), like side objectives. These ones should have dynamic update and you get to keep the multiplier bonus they offer next round only if you win the current one.

Offline MouthnHoof

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Re: [SUGG] Team performance based experience system
« Reply #27 on: March 23, 2011, 03:42:10 pm »
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I was thinking.
It would be silly to refresh the multiplier during the round ?
In current system it is useless because it bothers only with victory or loss.
But if we take kill- and surviverate into account.
Updating during the round has two basic problems:
1. SURVIVALRATE will be very high for a long period, then drop sharply as the main forces clash, then stay very low while trying to corner the last archer. KILLINGRATE will follow a similar (reversed) pattern. It will make the multiplier go to extremes. These statistics make sense only on a scale of a full round.
2. Who is the winner and who is the looser (apply SURVIVALRATE or KILLINGRATE)?

In principle, we can think of a way to weigh the two statistics and get a net bonus (one can only increase and the other only decrease). Then it could make sense. The good thing about such a dynamic mechanism is that when the situation is hopeless, instead of dragging time and getting hit by more unfavorable "ticks" to the multiplier, the best strategy would be to stage a last suicidal charge to take down as many enemy with you as possible.
But it might just complicate things, so better leave it a round update.
« Last Edit: March 23, 2011, 03:44:18 pm by MouthnHoof »

Offline The_Bloody_Nine

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Re: [SUGG] Team performance based experience system [edited]
« Reply #28 on: March 23, 2011, 03:48:43 pm »
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What about siege? (if you dont find a way to balance income to battle, one mode will die again)
I'd like to see numbers about this but when I play siege I normally switch between x1 and x2 all the time, seldomly x3 or higher. In battle I allways get good amounts of x5 streaks and my feeling is that average income is much higher. So i'd say its very bad balanced right now, but siege still lives. Like i said, some numbers to varify or falsify this impression would be nice.

Offline Chort

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Re: [SUGG] Team performance based experience system [edited]
« Reply #29 on: March 23, 2011, 04:19:09 pm »
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Situation - 5-10 skilled players and 30 peasants in each team. Skilled players kill the the other skilled players and the theirs peasants while our peasants is waiting for end of round. Number of survived ~35, SURVIVALRATE = ~0,85.

maybe should use sum of levels of the survivors or something like that.
« Last Edit: March 23, 2011, 04:29:17 pm by Chort »
This is necessary. This is necessary. Life feeds on life feeds on life feeds on life feeds on........