TheRagingGerbil
2003-10-08, 10:58 AM
The new XP system is in no way better than what we have now. Sure you get more kill XP, which will motivate people to seek-out fights rather than base caps, but that is not the problem plaguing Planetside. The issue with XP surrounds the formation of a squad. At the moment, the only ones who benefit from the XP received while being in a squad are the SL***8217;s and the guys who are away from the battle. The ones doing the actual work are getting hosed; they could be receiving up to ten times as much XP.
Now I always run a squad, and my outfit mates are always there. We don***8217;t bitch and complain about XP because we are usually a few bases back anyways. But the reason I bring this up is there was a serious turn in the way the game was played when the XP system was changed at release. The loss of the Beta XP system destroyed the desire of players to form squads, with that; we saw the formation of the massive zerg.
The XP system at the end of Beta was damn near perfect. If someone got a 100 XP kill, then everyone in the squad got 100 XP. This was a huge drive for people to squad. The sanctuary was always full of galaxy pilots looking for a full squad. Support characters were actually able to advance while doing nothing but support. Defenders would pour out of a base to engage the attacking army on open ground. Bridge, forest, and open plains battles were so commonplace you could find one on any continent. This wasn***8217;t because of vast numbers of player online, it was simply because you didn***8217;t have to Zerg a base to get the much coveted XP.
Furthermore, with the addition of more XP for the defenders this only is going to force a strengthening of the attacking Zerg. Defenders will hole up inside the base because they will be receiving the XP bonus for doing so. Battles over open ground will become even less frequent, and people will complain even more about Zerg armies crushing them.
My suggestion for the XP system would be this:
1) XP per kill is multiplied by the number of squad members, and then divided equally among them all. So if player A kills for 100xp, the players B thru J all receive 100 XP (as in Beta).
2a) Max base capture BEP: 1250
2b) Max base capture CEP: 1250*
*The SL would receive the same amount of experience as the rest of the squad; his would only be turned towards his command rank. This would still give a decent incentive to capture a base, and it would be the only way for a SL to receive command experience.
The numbers I through out above are just my initial thoughts. I feel that XP should be a drive, but unfortunately it is. If the developers were to restore the beta XP system, you would see a massive jump in the desire of people to form squad for purposes other than getting command rank. It***8217;s sad that most squads today consist of only two people. The reason so many want platoons is for this exact reason. They usually have like six guys they play with, and with the use of platoons they can run 3 two-man squads and whore the CEP.
I also see this as a further turn off for new players. So many people from beta got hooked on the game because the moment you stepped out at the sanctuary you got invited to a squad. Regardless of whether you even got a kill or not you were beneficial to the squad. Now, no one wants to invite the new player because he will only hurt the squads***8217; flow of XP. Restoration of the beta XP system would remedy this.
I plead for the developers to try it for a week, prior to releasing the new balance pass XP system. Restore the end beta XP system with the above-mentioned changes to the base cap XP. I can almost guarantee you will see the following changes:
- Full Squads (also more squads)
- More galaxy***8217;s (pilots shouting LFS at sanctuary)
- More outdoors battles
- A rise in the desire to defend a facility
- A dissemination of the massive Zerg
Any thoughts?
~Gerbil
Now I always run a squad, and my outfit mates are always there. We don***8217;t bitch and complain about XP because we are usually a few bases back anyways. But the reason I bring this up is there was a serious turn in the way the game was played when the XP system was changed at release. The loss of the Beta XP system destroyed the desire of players to form squads, with that; we saw the formation of the massive zerg.
The XP system at the end of Beta was damn near perfect. If someone got a 100 XP kill, then everyone in the squad got 100 XP. This was a huge drive for people to squad. The sanctuary was always full of galaxy pilots looking for a full squad. Support characters were actually able to advance while doing nothing but support. Defenders would pour out of a base to engage the attacking army on open ground. Bridge, forest, and open plains battles were so commonplace you could find one on any continent. This wasn***8217;t because of vast numbers of player online, it was simply because you didn***8217;t have to Zerg a base to get the much coveted XP.
Furthermore, with the addition of more XP for the defenders this only is going to force a strengthening of the attacking Zerg. Defenders will hole up inside the base because they will be receiving the XP bonus for doing so. Battles over open ground will become even less frequent, and people will complain even more about Zerg armies crushing them.
My suggestion for the XP system would be this:
1) XP per kill is multiplied by the number of squad members, and then divided equally among them all. So if player A kills for 100xp, the players B thru J all receive 100 XP (as in Beta).
2a) Max base capture BEP: 1250
2b) Max base capture CEP: 1250*
*The SL would receive the same amount of experience as the rest of the squad; his would only be turned towards his command rank. This would still give a decent incentive to capture a base, and it would be the only way for a SL to receive command experience.
The numbers I through out above are just my initial thoughts. I feel that XP should be a drive, but unfortunately it is. If the developers were to restore the beta XP system, you would see a massive jump in the desire of people to form squad for purposes other than getting command rank. It***8217;s sad that most squads today consist of only two people. The reason so many want platoons is for this exact reason. They usually have like six guys they play with, and with the use of platoons they can run 3 two-man squads and whore the CEP.
I also see this as a further turn off for new players. So many people from beta got hooked on the game because the moment you stepped out at the sanctuary you got invited to a squad. Regardless of whether you even got a kill or not you were beneficial to the squad. Now, no one wants to invite the new player because he will only hurt the squads***8217; flow of XP. Restoration of the beta XP system would remedy this.
I plead for the developers to try it for a week, prior to releasing the new balance pass XP system. Restore the end beta XP system with the above-mentioned changes to the base cap XP. I can almost guarantee you will see the following changes:
- Full Squads (also more squads)
- More galaxy***8217;s (pilots shouting LFS at sanctuary)
- More outdoors battles
- A rise in the desire to defend a facility
- A dissemination of the massive Zerg
Any thoughts?
~Gerbil