Forums » Suggestions
PKS Give Weapons XP also
A pilot ought to be able to earn his heavy and light weapons license with player kills. Add weapons XP based on the weapon type that makes the killing shot.
I believe I've +1ed this idea before, and I will +1 it again.
+1
+1
lol +1
+1 Logical consequence.
Long overdue.
yes
So, obviously, people will then pair off with friends and help them advance by letting them kill them over and over. Taken to the extreme, someone will eventually make some kind of combat-XP-farming system that combines a client that launches from a grayspace or conquerable station and another specially-positioned client that repeatedly kills them.
Thoughts?
Thoughts?
Heh , the bot has already been written.....
Haarumph!
1. The exploit already exists for combat XP. Has it been so bad?
2. Limit the XP from gained killing any one player to 10 kills.
-- or --
3. Don't reward "easy kills" where the loser has not maneuvered.
1. The exploit already exists for combat XP. Has it been so bad?
2. Limit the XP from gained killing any one player to 10 kills.
-- or --
3. Don't reward "easy kills" where the loser has not maneuvered.
I assume you mean something like 10/day or 10/hour, not 10 ever?
As if weapons XP is hard to get...
Those willing to "cheat" will cheat no matter what. The only way to limit it is to disallow any xp from anyone or anything you have killed within the last 24 hours.
I do think that weapons xp should be awarded for every kill and the cheating dealt with by other means if desired.
+1
I do think that weapons xp should be awarded for every kill and the cheating dealt with by other means if desired.
+1
We need an entirely new way to start out the game, there's far too much grinding in the first three combat levels. I can't say I blame anyone that exploits the combat xp given from PK's, even though I generally dislike cheaters.
+1 to PaK's idea of only one award per person per 24 hrs.
+1 to PaK's idea of only one award per person per 24 hrs.
-100000 for time limits. You duelists aren't the only PvP in this game.
If I kill the same Serco 20 times fighting tooth-and-nail for hours over 4cu of Purified Xith, you bet I want combat XP for every one of those kills.
If I kill the same Serco 20 times fighting tooth-and-nail for hours over 4cu of Purified Xith, you bet I want combat XP for every one of those kills.
I see your point and I can sympathize but how can we tell the difference between you exploiting the pk's and actually fighting?
The time doesnt have to be 24 hours - 15 minutes I suspect would be enuff to stop most of the abuse and allow legitimate kills
The time doesnt have to be 24 hours - 15 minutes I suspect would be enuff to stop most of the abuse and allow legitimate kills
There's more efficient ways to totally cheeze a new player's levels up than by killing the same high-level vet over and over. Border Patrol for example.
Don't go nerfing everyone's kill rewards because of a potential "exploit" that isnt really a problem.
Don't go nerfing everyone's kill rewards because of a potential "exploit" that isnt really a problem.
Whos nerfing? We want the weapons xp as well as combat xp.
Well, the entire system of pvp rewards needs a looking at. It is years since anyone gave me any combat xp, and I suspect many vets with high levels are in a similar position. So if weps xp for a pk was tied into a reworking of the existing system, fine, if not then I would be against just gratuitously bolting it on.
It was suggested long ago that since vo knows a players pks, and from logs could filter deaths from pks from deaths by pve the the pvp kill/death ratio might be a better way of awarding pvp combat and weps xp.
It was suggested long ago that since vo knows a players pks, and from logs could filter deaths from pks from deaths by pve the the pvp kill/death ratio might be a better way of awarding pvp combat and weps xp.