New XP system... from a non-XP whore - Page 2 - PlanetSide Universe
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Old 2003-05-13, 10:17 AM   [Ignore Me] #16
Revelation
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From what I've read from Sony, this game isn't about BR, but about the fighting of a war.

if that's the case, why bother making it take longer to hit br20? A br1 can kill a br20, very easily. it's not about HP/MANA, it's about skill(to some extent) and the people you run with.

I actually liked the way exp was before the lattice was put in, but i hated musical bases. Twist and Smoke have said numerous times that the real war doesn't start until people are BR20. Well, why make it take longer?
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Old 2003-05-13, 10:56 AM   [Ignore Me] #17
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I too am not in beta but just to remind you guys that are in beta, IT IS BETA AND YOU ARE MEANT TO BE GUINE PIGS, on that note stop bitchin your job is to tell devs whats wrong dont tell us tell them so when i play i wont have problems... take care, and dont tell em things that are wrong in (beta) because it's (beta) the testing ground, it's meant to have mistakes, thats why you were picked


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Old 2003-05-13, 11:08 AM   [Ignore Me] #18
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yes I am personally am a mix of the two. I feels good to level up. im at level 8 and feel that i can make a good difference in my team. Although when i get to level 10 i will feel almost complete, everything elese will be bonuses. (hacking, maybe reaver, or another MAX). at level 10 ill be buying reinforced armormaking my combo complete in my mind. (medium assault, max pounder, sniping, wraith and reinforced. Next on my list would probably be hacking, maybe reaver or a galaxy or even a prowler. but those are things i can live witout. ill feel like im a well rounded character at 10. however thats not saying that i wouldnt like to get to level 20. thts 10 more points. thats enough for advanced hacking and a reaver. i'd be very happy then... .

yes part of me(the exp whore part) says that it was fine the way it was. the other part says this should be tweaked up. it is definitely too hard to level now. make it somewhere in between, perferably closer to waht it used to be. thanks.

6 days and counting.
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Old 2003-05-13, 11:39 AM   [Ignore Me] #19
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Just started Beta a few days ago and I am still getting used to the game. But, there needs to be something done about the support people not getting exp if they are not in the ZOI and are part of a team.

The Gal pilots cannot stay in a hot zone with the aircraft empty waiting for others to return, not to mention the ANT drivers far off coming from a warp gate, much less snipers out and about solo with no back-up.

This needs to be addressed to maintain play balance, otherwise, why would anyone want to do these jobs as part of a team. An assault force is exciting to be a part of, but the other elements are needed too. They are all viable skills and much needed to advance the variety of gameplay. Not rewarding them as part of a whole team effort just because they are too far away isn't right.

I also think that giving the person Hacking the base all the exp and not the squad he/se is attached to will begin to remove the other elements from units, as everyone will want that BIG bonus for capturing the base. this is ludicrous, everyone in a team is part of that team and all are doing something to earn an equal share. Reward them for being a team player.
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Old 2003-05-13, 11:49 AM   [Ignore Me] #20
BlehBlehAmiga
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Spinnaker, by posting here we can come up with ideas to let the devs know. We know we're in the beta, if nobody talked about it then we wouldn't be doing our jobs

Sure mindless bitching doesn't help much, but you'll get that anywhere. Most people make good points.
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Old 2003-05-13, 12:04 PM   [Ignore Me] #21
Pilgrim
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Spinmaker

We post here because the beta boards are not a place to have a discussion. It's pretty much not possible. So to get intelligent and good discussion I use PSU (as do many others) any ideas I've had went into the appropriate forum on the Beta... but here we can bounce around and not be competing with 2000 other posts at the same time.

On another note... I think I wouldn't mind this system at all if they'd raise the XP for kills back up... frustrating killing a MAX for 150 xp... or an inf for 35. Not to mention killing vehicles. But stomping the bad guys is sorta the point... so make bases worth less and kills worth more. Makes a good squad of killling machines even more valuable then ti allready is... Anyone have any thoughts?

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Old 2003-05-13, 12:34 PM   [Ignore Me] #22
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Disclaimer: Just joined the beta when they opened up FilePlanet. Some of this may already be in game.

Some ramblings to how to maybe make it better, or fair. Feel free to grab something and twist it, if it would make more sense.

1. Capping a base nets a fixed amount of exp depending on type of facility; base, tower, lab, etc.

2. Exp is squad shared depending on squad size and a majority location in regards to SOI.

2a. Squad has to have at least 5 members to be enabled for exp sharing.
2b. The majority/half of the squad must be in the base SOI at hack completion to get base capture exp.
2c. If majroity/half of squad is present during the entire last 5 minutes of hack, get a small bonus of exp.
2d. If majority/half of squad is present during the entire last 10 minutes of hack, get and additional small exp bonus.
2e. No bonus exp for starting a hack. (TK reason)

3. Fighting exp during a cap attempt nets a exp adjustment as follows.

3a. If killer is in SOI of hacked base when target dies, small exp bonus. (middle)
3b. If killer is outside of SOI but target is in SOI, small exp bonus. (smallest)
3c. If both killer and target are in SOI, small exp bonus. (highest)
3d. Bonuses are not cummulative.

4. During a hack, the following actions net an exp bonus to the individual only while in SOI:

4a. Revive a person (small)
4b. Supply energy by way of ANT (bigger than revive, but in proporation to amount of energy added to base)
4c. Repair armor or base equipment (Based on amount of repairing done, but not greater than ANT task)
4d. Healing a player (Based on amount of healing done, but not greater than ANT task)

5. All bases should have a large SOI, including towers, labs, etc. Alot fo fighting occurs a fair distance from any given base.

This attempt to spread the wealth a bit. I have no idea how big the current SOI is, but it should be fairly large. At least as far as having LoS with the base when max view distance is used.

Rip apart at your pleasure.
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Old 2003-05-13, 01:56 PM   [Ignore Me] #23
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I am still baffled into the meaning of this patch......Basically I enjoy both sides.....rpg/fps but I agree with most people around that the system blows bean soup!

I mean come on medics/engineers don't get crap for healing/repairing.....WHY?

and what about the actual thrill of defending towers?......

IMO it seems that once again things look bleak......
Simple solution...increase the amount of certs...maybe add more levels, add more weapons add some dynamics to this game!
sheeesh make a squad earn their keep.....increase spawn timers,,,,,, but reward people for attacking/defending /repairing/healing/re-supplying...don't turn this game into a big CF,
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Old 2003-05-13, 01:56 PM   [Ignore Me] #24
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The worst part of this newly implemented system is that it rewards you for NOT killing the enemy. The longer you share a SOI with the bad guys before and during a cap, the greater the value of each time slice. We can all get the best exp under this new system by peacefully cohabitating the SOI and rotating ownership every 15 minutes when the hack goes through. If this needs to be illuastrated to the developers, all it would take would be a bit of coordination between volunteers from two empires on the web. The new system would collapse in a happy circle of kumbaya.
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Old 2003-05-13, 02:00 PM   [Ignore Me] #25
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LOL yeah this system really does suck. do you guys think the devs will change it???
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Old 2003-05-13, 02:54 PM   [Ignore Me] #26
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I'm guessing after the huge outburst they saw, yes. I hope so anyway.. its a bad idea to change teh game like this in the final days of beta.
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Old 2003-05-13, 03:42 PM   [Ignore Me] #27
tmartinez72
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LOL! I was already laying out the plans for this exploit. Getting together with another outfit on the other side.


Originally posted by Airlift
The worst part of this newly implemented system is that it rewards you for NOT killing the enemy. The longer you share a SOI with the bad guys before and during a cap, the greater the value of each time slice. We can all get the best exp under this new system by peacefully cohabitating the SOI and rotating ownership every 15 minutes when the hack goes through. If this needs to be illuastrated to the developers, all it would take would be a bit of coordination between volunteers from two empires on the web. The new system would collapse in a happy circle of kumbaya.
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Old 2003-05-13, 04:06 PM   [Ignore Me] #28
Tieom
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Perhaps they should seriously increase the amount of XP you get for a 'full' (25 minutes, max amount of enemies) basecap, up to double or triple, so capping a base will give you around the amount of XP it did before (3.5k) most of the time. But if it's a big, long battle then you get monster XP from it (10k, booya!) when the base is haxored.
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Old 2003-05-13, 05:19 PM   [Ignore Me] #29
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i personally hate this new xp system,i fought my way to the CC with only 3 enemys i killed and ended up getting 164 xp for base cap,i mean im not uber,i cant kill 30-50 enemys just to get some xp,just my thoughts
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Old 2003-05-13, 05:20 PM   [Ignore Me] #30
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Originally posted by Hamma
This is a bad move, it needs to be fixed. Catering to the RPG croud is a very bad move, becaue generally FPS folks and RPG folks want completly different thinks. You are gonna need to pick one, or the other. There were "RPG" elements prior to this patch. Now it becomes a leveling treadmill.
I don't think it could be put much better than that.
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