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2003-05-22, 04:05 AM | [Ignore Me] #1 | ||
Contributor Major
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Ok this is just my conjection as a guy who played in beta, but not after the new exp system hit (computer died).
I understand that were not supposed to shoot up in BEP as fast as in the beta, and in fact I applaud that. The only change i'd make is letting people take atinvehicular with no prereqs to make MAX's such a quick and easy thing but I degress. While your at it move the decimator over into antivehicular, because personal I play NC and the shooting at reavers with a phoenix is like like sending a paper cat to chase an asbestos cat through hell. Keep the exp splitting, just increase the bonus for the kill. I always cringe a bit when i read the FAQ's on why the dev's choice not to give experience for repairing/healing. I understand their logic even though I dont agree with it. In a nutshell the idea is those that enjoy being engineers will be engineers reguardless of how much exp they gain. Personaly I whould make the case that very few people enjoy being engineers and medics, combat engineers maybe but not just plain engineers. People never hold skill, the dont wait around to be ressurected all sorts of crap like that. Personnaly I play a support char usualy, I've discovered I dont necissarily enjoy fixing people/vehciles/gens I enjoy winning, and being an engineer is part of that. As such I very much apreciate being compensated when my team makes a kill because I'm overrall supporting the mission. Also i'm not sure how this works with fulls squads versus solo but I really dont want to see another EQ there should be no penalties for being in a squad especialy a full one. Get rid of the bonus for the ammount of time an enemy has been alive. It's really not worth squat, although it is an intresting way to reward base defenders at least in theory when their getting the chexmix stomped out of them and goign for 1 kamakazi kill per death on incoming max's.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2003-05-22, 04:11 AM | [Ignore Me] #2 | ||
Contributor Major
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Forgot the final grounbreaking Idea that was sposed to set my post apart from all the rest on the topic. How about giving squads their exp in lump sums per kill/capture/secure etc, and let the commander set the split per team member. This will help encourage squads and let them reward good people and forster democracy. Sure it could cause some conflicts among squads (the default setting could be equal split) but if you dont like the split assigned by the leader then you could leave.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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2003-05-22, 07:37 AM | [Ignore Me] #4 | ||
Contributor Captain
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So your basically giving outfits a way to power level their new members? You have 8 lvl 20s teamed with 2 lvl 4's who are each getting 50% experience. Those two would shoot up in experience in no time.
I think that just undermines the entire reason that the devs took out the shared exp and lowered the value of kills. They dont want you to be able to go from lvl 1 -20 in a week. Now if your system included a limit, then it would be interesting. Say, the exp bonus couldnt be increased or decreased more then 50% of the original equal split. That means the highest you could get is 75% (2 man squad) and the lowest would be 5%(full squad). Personally id just rather they upped exp for kills from what they are now to about 50%-75% more. I killed a max in my full squad and got 6 experience. Thats just worthless. |
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2003-05-22, 08:28 AM | [Ignore Me] #5 | ||
Sig Mastah!
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It's very simple: Increase kill exp, decrease cap exp. Share, don't split, even with less experience than the old sharing system. It doesn't make sense to give free exp to the zerg parade and rob the people who squad up and get kills.
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[ Been a while, desu ne? ] |
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2003-05-22, 08:39 AM | [Ignore Me] #6 | ||
Master Sergeant
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Excuse me but this doesn't make sense. You are saying that people who cap bases are mindless Zergs but those who mow down wave after wave of enemies are responsible squads?
The XP system is fine as it is. Within 3 days of release, people are already around BR7-8. How much faster do you want to move up in rank?
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2003-05-22, 09:02 AM | [Ignore Me] #7 | ||
First Sergeant
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Since day 1 I absolutely shunned the new BEP system. Now that it's day 3 I'm not so sure anymore. There are pros and cons on both sides. However, I do agree that repairing and healing should be given at least some BEP credit... or perhaps a bonus of some sort. I find it hilarious that the MyPlanetside page (that shows outfit and player stats) pretty much sets anyone with a high kill rate on a great and mighty pedestal of importance. I personally think it would be great for the devs to add how much armor/hit points someone has repaired/healed on the site. Some of us support players could use some respect (i.e. support credit in our pesonal stats pages).
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2003-05-22, 09:11 AM | [Ignore Me] #8 | ||
Private
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The problem with rewarding engineers and medics for doing their job is that it is HUGELY exploitable. This was discussed heavily during beta.
For instance, as a medic, I could get a buddy to go to the top of one of the towers at sanctuary (or anywhere for that matter) and jump off. I wait at the bottom and heal him. Rinse, repeat. There are numerous exploits which hold true for all the support classes, this is why those classes are not rewarded for doing their job. The thing that (in beta) saved these classes was that when in a squad, they shared the experience obtained by the other members. Now, with the experience division, support classes are far less important than having 10 killers in a squad. |
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2003-05-22, 09:13 AM | [Ignore Me] #9 | ||
Contributor Major
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I tend to agree with you that cap exp needs to be revamped, not so much lowered. But definitly scaled so you only get those big payoffs as a massive battle. Unfortunatly if they fix the zerging too effectively people will be tking to get the hack.
And yes i meant to put a max cap on the exp that could be issued to teammates, but i did partialy intend ti to be a PLing measure. However rather then do a pure divide. Let me stress though that i dont want to see smaller squads getting more exp because of less to divide from. The whole point of this system is to encourage people to form squads and outfits and get those big battles going on. THe experience points shouldnt be the be all and end all they should just be the carrot that forces people to find those big fights. It whould be intresting to see wha kind of dynamic we'd see on a sever with four continents each linking to 2 sancs and one linking to all three and everyone starting with br 20 skill point wise.
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The courageous man needs needs no weapons. The practical man wants them all. The ambitious man has plans for the practical one. Doppler/Galgimp-J/Hardcased Lord give me strength of arm, will, mind, and the accuracy of shooting to preserve them all. |
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