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View Full Version : Measure impact of support and reward XP


Tuomio
2012-09-25, 08:27 AM
What if there was some way to analyze the "butterfly" effect of your supportive actions and give out special rewards/medals for them? Supporting players can up the enjoyment of others a lot, so net worth would be positive if the guy doing the support gets to feel the "money", to stay motivated.

Just to name two simple:

1. If you repaired AMS-Sunderer 20% worth of all the damage it took in its lifetime, eventually being destroyed after several repairs by other parties, and you are not the owner, at the moment of destruction you would get extra 20% XP of all the spawn-XP the owner got.

2. You revived a super-soldier , who kills 6 enemies before dying again, you get 6% of the XP the soldier got.

In addition you could make more layers to it. ie. If you continously stay with same target without dying (heal the same person multiple times etc.), you would get medals for bravery or additional XP multipliers for persistence.

Reizod
2012-09-25, 03:56 PM
Hmmm... something about this doesn't sit right with me. Not sure, but I think there may be some exploit in there somewhere waiting to be taken advantadge of.

I get your idea, but think there are too many layers to it. For example, if I revive 5 "super soliders" in a row, and they all get back up and go on a mass killing spree, my xp rate would skyrocket. Along with the xp I got for revives, of others, and others... it's like a Zombie horde of xp.

Oh, and I can see Medics fighting over the uber Max players... "no he's mine", "NO, HE'S MINE! Let me revive him." And Medic players only following certain players.

nahu
2012-09-26, 03:53 AM
In fact, you already win XP for repair and heal and revive.
So why should you gain additional XP for what other players do?

Yes you helped them to do it... and you were rewarded for that.

I don't think additional reward would be a good thing.

IRSAudit
2012-09-26, 04:31 AM
Yeah, I think this ripe for exploits, or at least would lead to a bunch of medics standing around with no soldiers to heal. I've already had issues with medics running across my beam to interrupt my reviving process just to have them revive the dead guy instead. I'm not sure if it's intentional, but I could see it getting to be very quick if an a system like you're proposing were in place.

Besides, you already get a ridiculous amount of XP for revives as it stands now. I'd like to see it knocked down to 50xp actually and decrease the interval between 10xp heals. I haven't actually checked the numbers, but it seems like I get 60xp for healing a guy that's on the brink of death and 75xp if I just shoot him and revive him. :lol: Both methods take about the same time to boot.

As for mechanics, at first I thought the 5xp was too small, but repairing a generators from dead to full gives 200xp and I'm thinking vehicles gives 100xp for a full repair. That's plenty, but it might be bumped up just a bit in the case of vehicles since there's usually not constant repairs to be made.

I don't dislike your idea mind you, I just don't think that support needs to be rewarded more the war-wagers, and I think your proposal would do that.

Raka Maru
2012-09-26, 05:31 AM
PS1 did this to an extent and it seems to be showing up in PS2. I'm seeing spawn bonus as well as other bonuses when the newly spawned person kills someone. Support definitely needs more lovin'.

Hyncharas
2012-09-27, 01:03 AM
I can't stand what they've done with cert points; even five awarded per day, outside of enemy kills, would be better than the current iteration where you only get them from every 500 pts earned. If you kill hardly anything at all, that is a huge handicap when you can't upgrade your gear.

Nemises
2012-09-27, 02:40 AM
Its a good idea, but, at the risk of sounding corny, supporting play (and having fun doing it) is it's own reward...you get XP for revs / rep's (as opposed to kills) anyways...

you don't want everyone to be a support player, you need grunts!

Hyncharas
2012-09-27, 09:32 PM
Perhaps. I do know that while the shower of Cert points have been removed, they are still deliberating on how exactly to improve the change before launch.

Hyncharas
2012-10-05, 05:40 PM
OK, while I wasn't happy with the really slow turnaround for cert points in the prior patch, I think turning it up to 11 isn't the best way forward, either! I'd like to see a system where players of lower ranks earn more, but barring those earned from enemy kills, this accumulation diminishes as they rank up... this is not to say they can't save up a large amount of CPs over time (as some certs require a lot), but I believe the boost of how much you receive per week should be proportionate to your battle rank; thus the amount of experience in combat you have gained to reach a higher level.

In short, as you battle rank increases, the amount of CPs you earn will gradually decrease and become more dependent on how many kills you gain in combat, rather than hundreds always freely being given away to players.

Raka Maru
2012-10-05, 06:15 PM
OK, while I wasn't happy with the really slow turnaround for cert points in the prior patch, I think turning it up to 11 isn't the best way forward, either! I'd like to see a system where players of lower ranks earn more, but barring those earned from enemy kills, this accumulation diminishes as they rank up... this is not to say they can't save up a large amount of CPs over time (as some certs require a lot), but I believe the boost of how much you receive per week should be proportionate to your battle rank; thus the amount of experience in combat you have gained to reach a higher level.

In short, as you battle rank increases, the amount of CPs you earn will gradually decrease and become more dependent on how many kills you gain in combat, rather than hundreds always freely being given away to players.

They are letting us test the certs, that's why they are crazy high. It will be gone again and upped to a moderate level after Esamir is up. Possibly tonight with the char wipe.

Drakkonan
2012-10-06, 08:01 PM
What they really need to do is increase the points awarded for support actions across the board. Capturing a point in BF3 awards you 200 for a neutralization and 250 for a convert. In PS2, you're only awarded with 200 points total. In BF3, revives award the same amount of points as a kill and resupplies/heals are good for 1/5 a kill per tick (meaning 80 points for a near-full heal). While they're not the same game, because the 100pts/kill standard is used in both games, they'll be compared in that regard. DICE has had 10+ years to perfect the point system. Why the Planetside devs aren't picking up on this is beyond me.