The Xp as it is is Good, but is it THAT GOOD? here i propose some of my ideas based on concepts of gameplay, and i will highlight the strength of each.
all kill bonuses give +40 xp, and +10 gold.
1.) Rewarding people who play alot:
you get what you give with this type of reward system.
+ rewards teamwork rather than individualism
- rewards trolls, and +40 hours a week players.
2.) Rewarding skilled players
if you can play better than most, this system is better for you.
+ rewards individuality, while still keeping teamwork as an important part.
- people who cant make kills suffer
- takes longer to gain gens
3.) all around rewards
+rewards everyone as a whole, strait down the line
+slightly faster xp system
-makes everyone that sits all day a king.
-generations are only useful for heirlooms
4.) rewards everyone and the hard hitters
+ faster general xp gain
+ kills become the edge instead of generations
+ the edge is good for losers, and is slight on winners
- Gens become useless aside from heirlooms
5.) mount and blade style...
summary:
mount and blade style fighting rewards kills based on the level of the opponent, and upgrades weapons by use... a practical, no nonsense rpg style gameplay that rewards you for what you do, rather than random additions to what you THINK you want.
you start as normal, but wpf is increased by use. wpf given by weaponmaster would be cut in half +5
this system would
+nerf hybrid builds
+kills per round affect total xp gain, and are affected by multiplier... (ie x5 = 200xp per kill, 50 gold)
+make gameplay more thoughtful and deliberate
- skill based grind = harder startup
conclusion:
im just throwing out ideas here to see given a choice of an alternative which people would be most comfortable with.