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Duffman
2011-02-13, 11:48 AM
Does anyone else want shared experience added to PS:N. I know there has been a million times in PS where I would get a guy down to almost dead just to have someone else finish him off. I would like to see a shared XP system like in BF:BC2 where you get normally 100 points for a kill, 30(?) for a critical kill assist, and 10 for a kill assist.

DviddLeff
2011-02-13, 11:57 AM
Agreed, although it probably all balances out it is irritating to not get any credit when you do most of the damage.

Bags
2011-02-13, 12:04 PM
Even though it probably balances out in the end, I really wish BEP was based upon damage done within a few minutes of the guy's death.

IE: Target is worth 800.

I get him to 10 hp, he turns corner. He dies to someone else.

I receive: .9*800 = 720 xp, no kill
Killer Receives: .1*800 = 80 xp, kill.

It gives a lot more incentive to shoot high hp vehicles. I don't bother shooting high hp vehicles at the moment when I'm foot zerging; I wait until it's nearly dead. Why chance a softy catching me with my striker out?

I'd probably shoot the vehicle if when it died 20 seconds later, I'd get like 100 BEP.

Aractain
2011-02-13, 01:05 PM
Its better to make doing damage convert directly to xp from what I've been thinking about. It enables a lot of playstyles and its not like they arn't doing anything 'for' the empire as they are 'harrasing' them which is something you arn't rewarded for in Planetside atm.

(Yes abuse issues would be solved the same way you solve it any other way - they managed to do it with support XP after all).

AA would become fun! (since the aircraft dosn't die instantly but the AA unit still gets rewarded).

Duffman
2011-02-13, 01:14 PM
They should just make damage go directly to Exp they enemy still needs to die. If the enemy repairs the damage you did to him and then dies later you get nothing.

Aircraft that flys over base and gets hit by AA will not count for Exp unless he is killed.

Lartnev
2011-02-13, 01:22 PM
They should just make damage go directly to Exp they enemy still needs to die. If the enemy repairs the damage you did to him and then dies later you get nothing.

That's because from a kill standpoint you ultimately did nothing.

I hope that games since PlanetSide (such as Battlefield: Bad Company 2) have given the devs some good ideas on how to reward assists, support, and battlefield intel as well as kills.

DviddLeff
2011-02-13, 01:33 PM
Yeah BFBC2 did XP really well.

Aractain
2011-02-13, 01:44 PM
Yeah even BF2 had good systems back in 2005. However when you shoot some guy and he goes and reapirs, he goes and repairs. Hes vulnerable and hes out of the fight. Not to mention the more damage you do the worse his situation gets. Add a kill bonus so people still rush to get the kills.

The other example: Mossie flys over a base, a max opens up and hits the mossie. The mossie flys away. The max DID something, he made the air GO AWAY. Thats kinda useful. Right now in planetside you get nothing. If you get something it changes the whole dynamic of the game.

Why didn't I see this years ago?

Daimond
2011-02-13, 03:23 PM
All though I like the idea of this, it does have a number of draw backs.
one balancing it would be hard to get right, eg.... if it was dmg based lets say 1xp per point cuase its easy calulate :) a grunt with say a guass unloads a clip close range and almost dies but kills him gets 100 xp for al dmg. now if 2 did equil dmg they get 50xp.
Now lets get a AOE weapon into the effect such as Thumper with nades, tosses 1 nade from safe range into a group of 5 guys at end of hall for 20dmg, he got a realy easy 100xp.
this would have to be ballanced properly or we just going to have people running around with thumpers and driving tanks and such for fast xp. cuase with that kinda gain you would not realy care if you every accualy kill them. just sit at end of hall and let them heal :)

PS I use the thumper :)

Sirisian
2011-02-13, 03:34 PM
Would be nice for the instances of the double snipe. That is where two snipers shoot at the same enemy at the same time and only one of them gets the experience. Happens a lot. I often just timed it so I'd get the experience though by shooting after the other people. :lol:

Daimond
2011-02-13, 04:07 PM
Would be nice for the instances of the double snipe. That is where two snipers shoot at the same enemy at the same time and only one of them gets the experience. Happens a lot. I often just timed it so I'd get the experience though by shooting after the other people. :lol:

yup Im a long time sniper my self, and hate that. one of the major reason I like the idea :) or something along it. cuase unless your not out with a tight nit set of sniping friends or not out of xp and running solo. you might get 20% the kills you shoot at. other wise no xp, assists or work towards a hight level badge, that realy does nothing anyways.

Lartnev
2011-02-13, 05:02 PM
The other example: Mossie flys over a base, a max opens up and hits the mossie. The mossie flys away. The max DID something, he made the air GO AWAY. Thats kinda useful. Right now in planetside you get nothing. If you get something it changes the whole dynamic of the game.

I didn't say you shouldn't get anything, I said you did nothing to help kill the mossie. Now I don't have the answer on how you should be rewarded for completing your objective as an AA MAX of denying air support to the enemy, but I think it should be angled more towards the completion of your objective rather than rely solely on kills and kill assists.

otomotopia
2011-02-13, 06:48 PM
I think that any BEP sharing is good. While the specifics need to be ironed out as with every other game, I fully support any measure, even if it is imperfect.

CutterJohn
2011-02-13, 08:41 PM
I support damage = bep, with a bonus for the kill. Driving someone off to repair is still a valuable act for the team. Not so much as a kill, perhaps, but it is still something worthy of rewarding.

I would also like a group option that just makes experience shared equally with all group members regardless of position on the continent, including SEP. I think it would be a great option for close friends who are fully aware that everyone in the group is pulling their weight, and would allow for members to also do things like intel gathering and scouting, or guarding a hack. Important jobs that are unrewarded because they deal in intangibles that a computer can't track.

The only condition I would put on it is if you are afk, you would not get anything, to prevent 'powerleveling' a bit.

Tool
2011-02-13, 08:47 PM
I'm also a fan of BC2s experience system and how it benefits the effort rather than just the kill. Anything to promote more teamwork is great in my eyes, however small.

Traak
2011-02-13, 09:38 PM
Amen to the damage=XP, but they have to craft it so dual-box, dual-empire scum don't just sit there and mutually knife himself to BR50.

Aractain
2011-02-14, 12:47 AM
The support XP system in PS had 'repeat' actions over a time period stop giving XP. A similar system could be used to stop the abusers. Also AoE and maybe 'non-direct' damage (sniping?) could have modifiers so they only get say 20% of the XP (mainly to discourage AOE spam - the logic being based on risk/reward).

I just thought that also that the same bonuses as normal would apply so for maximum XP you would prioritize the more powerful looking enemys over the "punisher waving greybies".

And for the stat hos, you could convert damage done into a score (divide it by 1000 say) and that's your "score". So you did 1000 to a tank and you get 1 point on your "anti-tank" and overall scores.

It seems so... easy? Almost a perfect fit for a game like Planetside with more tactical/strategic environments rather than the fast paced FPSes like COD or BC2.

CutterJohn
2011-02-14, 01:22 AM
Haha.. Statwhores would have to watch their Dmg/Kill ratio along with the K/D.

I don't really agree that the AOE weapons need a nerfed value though. If it works it works. If people are spamming them too much, they can be nerfed in some respect, with lowered effectiveness, or reduced ammo, or something.

I'm not terribly worried about people abusing it either. Sure, it could and would be done, but even if they did.. So? Doesn't hurt me any. If someone really wants to sit and shoot something, then repair it, shoot, repair, etc, well, thats their business. It would take forever and be boring as hell. Plus a hotspot would show up and someone may come to investigate. I mean, sure.. If people feel like it put in safeguards, but its not really a game breaker.

Bags
2011-02-14, 09:13 AM
You can already game the system by having a friend pull an ams on an enemy faction and continuously respawn while you kill him. I agree, no need to prevent abuse.

I SandRock
2011-02-14, 09:29 AM
I quite liked how the BEP system shared XP amongst the squad. But yeah, assist kills outside squad can use some work. But it has to be balanced neatly. Not just 1 damage = assist kill with fixed xp. If that were the case the thumper would be immense for farming assist xp ;)


As for abuse, they should have diminishing returns on kill xp. So the first time you kill player IpwnXxX you get 100% of the xp, the 2nd time as well, the 3rd time you get 80%, 4th 60%, 5th 40% 6th 20% and 7th 0% (just example numbers). After X amount of minutes not having killed this person it starts getting back up, X*1 = back to 20%, X*2 = back to 40% etc.

Effective
2011-03-12, 08:27 AM
I'd like XP to be shared across a target, so you don't do 90% of the damage and some scrub comes in and takes all your XP. XP proportional to the amount of damage you've done.