Forums » Suggestions
PVP combat xp.
A long term suggestion. Have a look at the way combat xp in pvp is awarded. It seems odd that someone who has done a lot of trading and mining should give large combat xp , and get no combat xp for a kill. I think this actually represents an imbalance in the game.
Short term, it isn't really an issue , since the number of players with very high levels is small, and well, I can look after myself, as can the other players in a similar position. Long term I can see it becoming an issue, so either get rid of combat xp for pvp kills, or adjust the formula to more realistic levels.
Short term, it isn't really an issue , since the number of players with very high levels is small, and well, I can look after myself, as can the other players in a similar position. Long term I can see it becoming an issue, so either get rid of combat xp for pvp kills, or adjust the formula to more realistic levels.
agreed.
I have a suggested formula:
(150 + (p/2))
where p=player kills
150 would be a basic.. kill a ship exp
plus half of the killed targets pks which for me is (1200/2) totaling up to 750 for me killed.
I have a suggested formula:
(150 + (p/2))
where p=player kills
150 would be a basic.. kill a ship exp
plus half of the killed targets pks which for me is (1200/2) totaling up to 750 for me killed.
shoulda thought of that before you got combat 8million
:-P
:-P
wtf are you serious p/2? fuck that i would level up so fast then if its going to be based on pks it would have to be p/4 or 6 or 8 bye the time someone gets to 6000 pks or something they would be giving out 3150 xp? that is a shit ton.
Nah, formula needs to be based on the ratio of player kills to deaths, hence, the more someone dies, the less the benefit (diminishing returns as it were), furthermore, there can be an additional stipulation that repeated kills in a small interval of time have an exponentially decreasing combat xp payout.
so, a pk should give:
Combat xp = 500 xp * pks/(deaths to players)
so, a pk should give:
Combat xp = 500 xp * pks/(deaths to players)
[Stamp of Exploitability]
[Stamp of Divide By Zero]
(sorry, I couldn't resist)
To be somewhat constructive, I would think it would be a better idea to keep some manner of comparison between the players, so you can't get massive xp from killing a few people on a new alt and then killing the alt a couple times.
[Stamp of Divide By Zero]
(sorry, I couldn't resist)
To be somewhat constructive, I would think it would be a better idea to keep some manner of comparison between the players, so you can't get massive xp from killing a few people on a new alt and then killing the alt a couple times.
It is easy to build in a nonzero check...
That said, wb shape, long time no see! Also, I like the general idea of this thread. Ecka's formula seems ok to me.
That said, wb shape, long time no see! Also, I like the general idea of this thread. Ecka's formula seems ok to me.
I'd rather players never gave XP.
A monetary reward system like this would be cool, though: http://www.vendetta-online.com/x/msgboard/3/19868
A monetary reward system like this would be cool, though: http://www.vendetta-online.com/x/msgboard/3/19868
Yes, I would think that something on that basis would be interesting Pointsman.
Money is easy to get. Experience isn't.
i loathe killing bots.
i do, however, enjoy killing players!
i have all the combat xp i need for any ship/addon in the game, but i could always use more credits!
i do, however, enjoy killing players!
i have all the combat xp i need for any ship/addon in the game, but i could always use more credits!
It could be given by ship type.....
In addition to Pointman's remark...
What about implementing a system like ELO (used in chess, backgammon, etc)?
If player A has high ELO and kills player B who has little ELO, then A will earn little XP (he killed a newbie); A's ELO increases a little bit, B's ELO decreases a little bit.
On the other hand, if player B kills player A, then B will earn a lot of XP (he managed to kill an experimented player); B's ELO will increase a lot (maybe he's not that a newbie after all - or not anymore), and A's ELO will decrease a lot.
If both players have same ELO, they have the same to win/lose. On the other hand, if their ELO's are very different, then high ELO has little to win and a lot to lose, and little ELO has a lot to win but little to lose.
When properly designed (examples abound), ELO systems are auto-stabilising, giving a good image of the relative values of the players competing together.
All players start with a default ELO (say 1000); bots don't have ELO; throw in a ELO booster mechanism to have newbies' (or alts') ELO adjust quicker for the first 100 PvP combats to avoid exploits.
You now just need to replace the name "ELO" with something better fitting the the VO universe - skill, fame, etc
What about implementing a system like ELO (used in chess, backgammon, etc)?
If player A has high ELO and kills player B who has little ELO, then A will earn little XP (he killed a newbie); A's ELO increases a little bit, B's ELO decreases a little bit.
On the other hand, if player B kills player A, then B will earn a lot of XP (he managed to kill an experimented player); B's ELO will increase a lot (maybe he's not that a newbie after all - or not anymore), and A's ELO will decrease a lot.
If both players have same ELO, they have the same to win/lose. On the other hand, if their ELO's are very different, then high ELO has little to win and a lot to lose, and little ELO has a lot to win but little to lose.
When properly designed (examples abound), ELO systems are auto-stabilising, giving a good image of the relative values of the players competing together.
All players start with a default ELO (say 1000); bots don't have ELO; throw in a ELO booster mechanism to have newbies' (or alts') ELO adjust quicker for the first 100 PvP combats to avoid exploits.
You now just need to replace the name "ELO" with something better fitting the the VO universe - skill, fame, etc
You just described duel rating.
Only issue is, that only matters when you specifically use /duel command.
Only issue is, that only matters when you specifically use /duel command.
the stats currently display deaths. an additional stat could be added to show deaths to players.
from player kills divided by player deaths we can gain a ratio, scale it by the level of the killer so newbs don't insta level from a few kills, and you have a system.
from player kills divided by player deaths we can gain a ratio, scale it by the level of the killer so newbs don't insta level from a few kills, and you have a system.
i think it would be better if you get xp for how much damage you deal because think about if you were kill a mob and you were about to kill him then a nother mob kills you you would get no xp but in this way your contently always getting xp
Valid point roda, the present k/d ratio would not be appropriate to a pvp xp calculation since it would discriminate against someone who has done a lot of botting. Perhaps someone devside can say whether deaths to players rather than the the hive or accidents are recorded separately ?