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 4228 times)

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Offline Garrus

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Re: [SUGG] Team performance based experience system
« Reply #30 on: March 23, 2011, 04:39:55 pm »
0
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.

Yes as I already updated the OP, forget this dynamic thing in the case of battle.

Sorry, I would like to concentrate first to battle, then we can go to siege
« Last Edit: March 23, 2011, 05:03:00 pm by Garrus »
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Offline Wallace

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Re: [SUGG] Team performance based experience system [edited]
« Reply #31 on: March 23, 2011, 05:08:27 pm »
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I think skilled INDIVIDUALS will complain as opposed to skilled clans. Also this will give more incentive for people to join clans and get organized and in turn further boost strategus.

I vote in favor
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Offline Camaris

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Re: [SUGG] Team performance based experience system
« Reply #32 on: March 23, 2011, 06:30:09 pm »
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Yes as I already updated the OP, forget this dynamic thing in the case of battle.

Sorry, I would like to concentrate first to battle, then we can go to siege

So in memory of how long it takes to implement patches you suggest to make one of both better in XP/h => the other one will die until its patched too.
You cant do one without the other and you should consider CTF which in future probably will be part of CRPG too.

Offline Elmetiacos

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Re: [SUGG] Team performance based experience system [edited]
« Reply #33 on: March 23, 2011, 07:04:59 pm »
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The current xp system needs looking at again: I've just been playing on one of those village maps that are really hard for the attackers to win and so when the attackers decided to camp instead, there was the inevitable draw. I remarked that since the patch we've had an awful lot more draws than before and a couple of players agreed. If you're on a team that can't seem to win, you have nothing to lose with hiding and camping tactics that risk a draw because you're always on x1 anyway.
The word is "anyway" not "anyways". You are not Gabby Hayes.
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Offline Garrus

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Re: [SUGG] Team performance based experience system [edited]
« Reply #34 on: March 23, 2011, 08:11:54 pm »
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The current xp system needs looking at again: I've just been playing on one of those village maps that are really hard for the attackers to win and so when the attackers decided to camp instead, there was the inevitable draw. I remarked that since the patch we've had an awful lot more draws than before and a couple of players agreed. If you're on a team that can't seem to win, you have nothing to lose with hiding and camping tactics that risk a draw because you're always on x1 anyway.

Yes, I'm thinking currently about the draw problem, but its very complicated. There must be an easy solution...
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Offline Thalamond

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Re: [SUGG] Team performance based experience system [edited]
« Reply #35 on: March 23, 2011, 08:22:12 pm »
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Garrus is God. Put this in the mod already   :D

Offline DarkFox

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Re: [SUGG] Team performance based experience system [edited]
« Reply #36 on: March 24, 2011, 12:18:58 am »
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Sounds good,but plz raise the repair price,I have so much equipment and dont know where to waste my money,possibility of having 10x will make the game a bit boring for me.

Offline EponiCo

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Re: [SUGG] Team performance based experience system [edited]
« Reply #37 on: March 24, 2011, 02:04:02 am »
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The current xp system needs looking at again: I've just been playing on one of those village maps that are really hard for the attackers to win and so when the attackers decided to camp instead, there was the inevitable draw. I remarked that since the patch we've had an awful lot more draws than before and a couple of players agreed.
If you're on a team that can't seem to win, you have nothing to lose with hiding and camping tactics that risk a draw because you're always on x1 anyway.

Well, before the patch draw and motf was bugged (no xp for anyone) and everyone who delayed (or survived until the end as archer) was polled. On those unbalanced maps one side just camped always and one always rushed. It isn't the worst idea anyway.
What do you gaing from drawing when you are at x1 anyway? If the map is unbalanced you just draw it out and are still at x1, whereas ending it quickly will give you a new map with better balance. Not that the x5 team has any reason to risk a loss to avoid a draw either.

Offline Banok

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Re: [SUGG] Team performance based experience system [edited]
« Reply #38 on: March 24, 2011, 02:43:19 am »
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I like the way OP thinks.

Offline Bjarky

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Re: [SUGG] Team performance based experience system [edited]
« Reply #39 on: March 25, 2011, 02:41:12 am »
0
+1
i'd like too see this being tested out  :D
too the draw problem, i suggest that when the countdown hits "1 min left" there should be an automatic "admin text" with the time warning (or something better).
If the "draw" comes anyway, all players could lose half of the multiplier (losing all would be too much, since this can happen on purpose).
just an idea :)

on the matter for a whole team forcing a draw because of bad map, i think an admin is the best solution imo, but maybe there is a better way, i wish i knew.
maybe polling for random map?
« Last Edit: March 25, 2011, 02:48:38 am by Bjarky »

Offline Polobow

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Re: [SUGG] Team performance based experience system [edited]
« Reply #40 on: March 27, 2011, 02:11:32 pm »
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To prevent people raging at suiciders, why not make a MAXLEVEL = all the levels of every person in the team. Then, if the surviving levels at the end is around 32%, then the team gains +2 multiplier, or +4, depending on the max multiplier.

This gives people who spent more time in the game, compared to a peasant, more control over the multiplier they gain, but they also will be risking a higher % chanche of your the team's maxlevel if you die, than when a peasant dies

I really love the rest! Nicely thought out.
« Last Edit: March 27, 2011, 02:12:41 pm by Polobow »

Offline Tiberias

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Re: [SUGG] Team performance based experience system [edited]
« Reply #41 on: March 27, 2011, 07:23:20 pm »
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+1 8-)

Offline Khalim

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Re: [SUGG] Team performance based experience system [edited]
« Reply #42 on: March 28, 2011, 12:12:21 am »
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I like the idea! (After I read the idea and thinked about it twice^^)

It looks like XP over time, but in your system every player really has some influence on the game!

Also not resetting to x1 is great because it is frustrating and very fluctuating.

If the average multiplier would change to x5 then it would be reasonable to decrease the bas XP/tick to 500.

Or 1000 and +5% per gen would also be a big deal(do something for the beginner)

Currently my character is deleted because of the xp system, but if there will be a change I might consider a restart :)
« Last Edit: March 28, 2011, 12:15:36 am by Khalim »
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Offline Polobow

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Re: [SUGG] Team performance based experience system [edited]
« Reply #43 on: March 28, 2011, 09:11:48 pm »
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Garrus, what do you think about changing the survivalrate for maxlevel?