Forums » Suggestions
Players should give more XP
Seriously, I think PVP should give quite a bit more XP then it does now.
Think of it, the best PvP'ers only give around 300xp. I know it can get up to 500xp, but you have to seriously level up to give that much.
I think, that player kills should give xp on two different factors : Levels, and number of player kills.
Levels, should be as it is now. Player kills, should be every 100pks, makes it so you give 50 more xp.
Meaning, People with 2000pks, should give 1000 + xp.
It sounds insane, but it is pretty tough to kill people with that many pk's.
Also, since vendetta is leaning towards Xp no mattering very much, it wouldn't really majorly effect much. Except that people might do more pvp'ing. (which would be good)
Any ways to build on this idea?
Think of it, the best PvP'ers only give around 300xp. I know it can get up to 500xp, but you have to seriously level up to give that much.
I think, that player kills should give xp on two different factors : Levels, and number of player kills.
Levels, should be as it is now. Player kills, should be every 100pks, makes it so you give 50 more xp.
Meaning, People with 2000pks, should give 1000 + xp.
It sounds insane, but it is pretty tough to kill people with that many pk's.
Also, since vendetta is leaning towards Xp no mattering very much, it wouldn't really majorly effect much. Except that people might do more pvp'ing. (which would be good)
Any ways to build on this idea?
Won't work. Two words : exponential growth.
But year, increaes combat XP for player kills is not a bad idea.
But year, increaes combat XP for player kills is not a bad idea.
Exponential growth is good, provided it's somewhat controlled.
How many actually have over 2000 pks now anyway?
The solution for the XP and levels would work here, too.
100pks = 100xp
200pks = 200xp
400pks = 300xp
800pks = 400xp
1600pks = 500xp
3200pks = 600xp
6400pks = 700xp
This would give "combat tiers" for player kills.
Another solution might be to make the difference in PKs count in stead.
Let's say I have a new alt with 0 pks.
Then I go out and kill someone with 100 pks. The difference is 100pks so I get 100xp for it.
If I then kill someone with 500pks I get 499xp, as the difference would be 499pks.
Someone with 2500pks that kill someone with 340pks would not get any extra XP out of it at all.
On a whole, tho', I agree that PKs should give more XP
How many actually have over 2000 pks now anyway?
The solution for the XP and levels would work here, too.
100pks = 100xp
200pks = 200xp
400pks = 300xp
800pks = 400xp
1600pks = 500xp
3200pks = 600xp
6400pks = 700xp
This would give "combat tiers" for player kills.
Another solution might be to make the difference in PKs count in stead.
Let's say I have a new alt with 0 pks.
Then I go out and kill someone with 100 pks. The difference is 100pks so I get 100xp for it.
If I then kill someone with 500pks I get 499xp, as the difference would be 499pks.
Someone with 2500pks that kill someone with 340pks would not get any extra XP out of it at all.
On a whole, tho', I agree that PKs should give more XP
Well, one of the points is, that if, say, Eldrad were to fight shape, the winner should get more XP then if he went and fought a bot. Because it's a player, and thus is more experienced.
So, I think that should work, halfway.
Saying, someone with 50pks who kills someone with 100pks should get 50, and someone with 75pks who kills someone with 100pks should still get 50. So you always get a good amount of XP.
So, I think that should work, halfway.
Saying, someone with 50pks who kills someone with 100pks should get 50, and someone with 75pks who kills someone with 100pks should still get 50. So you always get a good amount of XP.
The only problem I see with these is people ganking someone higher just to get the XP. This problem has arisen in other MMORPGs I've seen with PvP, and the solution has been, at least in one, to no longer give XP for killing players (which, by the way, hasn't killed the PvP in that game in any way; after all, the thrill of killing someone (or multiple someones) is not diminished by the fact there's no reward).
You should also consider we're eventually moving away from XP altogether; what we could do is consider the difference between PKs of the opponents to decide on the award. It could be a direct equation, like, for example, a player with 10 Pks kills one with 40 PKs, that bags him 4PKs (instead of just one since 40/10 is 4) and/or 4 achievement points towards his next combat License; if he bagged someone with just 25PKs, he'd get 2PKs/achievements (25/10 = 2.5 rounded down to 2). This system could also work with XP, each PK giving you 100XP, so killing the 40PKs guy gives you 400XP and the 25PKs guy, 250XP.
You should also consider we're eventually moving away from XP altogether; what we could do is consider the difference between PKs of the opponents to decide on the award. It could be a direct equation, like, for example, a player with 10 Pks kills one with 40 PKs, that bags him 4PKs (instead of just one since 40/10 is 4) and/or 4 achievement points towards his next combat License; if he bagged someone with just 25PKs, he'd get 2PKs/achievements (25/10 = 2.5 rounded down to 2). This system could also work with XP, each PK giving you 100XP, so killing the 40PKs guy gives you 400XP and the 25PKs guy, 250XP.
Any formula used should include the players pks in relation to deaths. A given player may have 1000 pks, but died 2000 times. Should such a player give the same xp as a player that has 1000 pks, but only died 500 times?
This would also make a nice balancing feature to keep two noobs from repeatedly giving each other kills just to build up their xp.
example: xp = pks - deaths.
This would also make a nice balancing feature to keep two noobs from repeatedly giving each other kills just to build up their xp.
example: xp = pks - deaths.
So you would like to get like 100 pks for swarming me when im not looking jex?
Nice way for lamers to rack up pks.
Nice way for lamers to rack up pks.
Deaths are not just PK deaths.
And in general, punishing players for being good at the game is not a great idea. Yes, even reducing their reward in PvP (or raising the underdog's one, same thing) is a way to deter players from being successful.
And in general, punishing players for being good at the game is not a great idea. Yes, even reducing their reward in PvP (or raising the underdog's one, same thing) is a way to deter players from being successful.
Players die to bots in addition to players, so deaths is not really the same kind of total that pks is. Even so, someone with a pk/death ratio of 2/1 should be worth more XP than someone with a ratio of 1/2. And, there should be some limiting factor to keep two noobs from just handing each other kills to get XP. While the formula I listed was over simplistic and may need refinement, it would effectively prevent the "noob XP trade". Every time someone collects your XP, your XP should decrease slightly. The longer you go without anyone collecting your XP, the more XP you should be worth. A player could be worth a great deal of XP for a few times, but then their value will start to level out, until they build it back up. I am totally opposed to creating an XP farm. Only certian players should be worth a lot of xp, and they should earn that xp by killing other players, and lose that xp by being killed.
Death was something that was going to/wanted to be taken out of the game. AKA, no death counters.
I've died a bazillion times due to better players, having fun...and having more fun.
People with insane 30 to 1 death counters are just alts for people who have been playing forever. I don't think that should be encouraged.
I've died a bazillion times due to better players, having fun...and having more fun.
People with insane 30 to 1 death counters are just alts for people who have been playing forever. I don't think that should be encouraged.
Funny Jex, you've never needed an excuse to gank before, and now you're trying to prevent it? That's funny...
I think there should be higher XP all the way around for a PK.
I think there should be higher XP all the way around for a PK.
I'd love to see player kills mean a bit more... (and have the system instituted retroactively...). As it is, all having a lot of pk's is is an ego trip.
pk's to deaths is a pretty good figure. I'd say that it fairly accurately describes who is going to win more (given a very large sample of fights between two players)
(This is true up to about a pk/death ratio of 2/1, beyond that, it tends to be more or less a style issue)
And I would point out that making someone worth more xp because they are "good at the game" isn't punishing them, its giving them the credit for being good. There should also be rewards for reaching these levels. But hey, I'm not picky.
pk's to deaths is a pretty good figure. I'd say that it fairly accurately describes who is going to win more (given a very large sample of fights between two players)
(This is true up to about a pk/death ratio of 2/1, beyond that, it tends to be more or less a style issue)
And I would point out that making someone worth more xp because they are "good at the game" isn't punishing them, its giving them the credit for being good. There should also be rewards for reaching these levels. But hey, I'm not picky.
jexkrome said... The only problem I see with these is people ganking someone higher just to get the XP.
Because adding realism to this game is definately a problem. Why else would you deliberately go after someone who's more experienced than you, smart guy?
Because adding realism to this game is definately a problem. Why else would you deliberately go after someone who's more experienced than you, smart guy?
People with insane 30 to 1 death counters are just alts for people who have been playing forever. I don't think that should be encouraged.
30:1? Chickens. come again when you're at 148:1 kill factor. And yes, thats an unknown alt char of my old ones ;)
Anyhow, Anything that goes on the k/d ratio is exploitable. Same if you do something based on the PK ratio.
Still, doing a simple static boost of players XP reward would not be exploitable in that sense, still has to be more work for a player to let himself be pulled out of a station and killed by the lvl 0 bus, than to keep him alive in a bot sector though.
30:1? Chickens. come again when you're at 148:1 kill factor. And yes, thats an unknown alt char of my old ones ;)
Anyhow, Anything that goes on the k/d ratio is exploitable. Same if you do something based on the PK ratio.
Still, doing a simple static boost of players XP reward would not be exploitable in that sense, still has to be more work for a player to let himself be pulled out of a station and killed by the lvl 0 bus, than to keep him alive in a bot sector though.