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2003-05-13, 09:25 AM | [Ignore Me] #32 | |||
Major
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2003-05-13, 09:32 AM | [Ignore Me] #33 | |||
PSU Admin
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I thought this was a great post in the beta forums by Lith, not everyone can see it. So I will go ahead and quote it here
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2003-05-13, 09:36 AM | [Ignore Me] #35 | ||
Sig Mastah!
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I can get to the beta forums, but I choose not to since it is the same to me as the official forums before they let all those people into the beta. However, I agree 100% with what Lith is saying.
The issue they needed to address was not the overall rate of advancement, but rather the fact that the best experience came from finding the largest zerg you could and just following it around for points. However, in trying to fix the overall rate, they are fucking the donkey.
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[ Been a while, desu ne? ] |
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2003-05-13, 09:43 AM | [Ignore Me] #36 | ||
Sergeant
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Hamma,
That was a very good post, i missed that one in the beta forums. Last night, I have a feelin' i'm the lucky one that got 2000 BEPs during a base cap last night, but i was also lucky enough to have never died. I ran out of ammo several times, was weilding looted weapons, and had medics and engineers repair me quite a number of times. Now, I am surprised by the base capture change: the last version, people shared EXP within the squad leading to huge amounts of teamwork. People were very willing to be non-combatants cause they were being rewarded for their efforts. Frontline Combat was existing. sat night, TR literally had to fight from ridge to ridge, tree to tree, across a plain to cap a base on amerish that the Vanu held and NC wanted also. I can't think of a better fire fight and end game right there. Defenders got great EXP if they successfully stopped a hack. At BR5 - a player is combat effective - At Br12-15 a player usually achieves the core of what he wants, BR20 give the player room to tweek and goof off on their certs. Slowing down the EXP is one thing, and I can agree to that process, it "gives goals." But you can't remove the reward of capturing bases. That is the key to this game, and now the current EXP doesn't lean toward that process anymore.
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"Strangers are what Friends are made of." |
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2003-05-13, 10:14 AM | [Ignore Me] #37 | ||
Registered User
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indeed take this system off. It's goofy. As that guy said earlier if an ANT driver goes out to get power, he can get back right b4 the hack ends, and still win the points, cuz he DID play a KEY role in saving the hack. reaver pilots can hover in air space right b4 the hack. sniplers can help until hack is about to end then move into the SOI. pls change itback!. it was so great b4 why mess with a great thing.
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2003-05-13, 10:23 AM | [Ignore Me] #38 | ||
Second Lieutenant
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Outstanding post by Lith there. I would like to add the tank driver to that list whose job it is to block enemy spawn from returning to the base, this often means positioning between the nearest tower and the base and looking for AMS-- that menas 0 exp from cap. Good luck finding a gunner for that job.
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2003-05-13, 10:42 AM | [Ignore Me] #39 | |||
Well my response on the beta thread was almost the same:
If your squad is fighting in the SOI, the exp should not be individual. If you are an individual then it should be individual.
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Smoke me a kipper, skipper... I'll be back for breakfast |
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2003-05-13, 11:31 AM | [Ignore Me] #40 | ||
Sig Mastah!
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The problem with simply making it share is that you get the best experience yield by dividing your squad up and having each member participate in a different cap. We're peeling the exp system away layer by layer and each change is just revealing new (imo Worse) problems and exploits. This was much less of an issue when experience was easy to get and was less the focus. With each patch increasing the rarity of good point hauls, you are adding MORE player focus on experience, which is contradictory to the stated goal of making the game less focused on experience.
With the new system, the people who will get good experience are: 1. The Forward Observer who remains hidden outside the base but inside the SOI. He gets there before the hack and waits, simply reporting conditions back to the squad. He stays in the SOI but avoiding danger for the entire duration of the 25 minute window, and collects a monte haul. 2. The Sniper who skirts the base at the edge of the SOI and takes down easy targets, displacing between kills to keep from being sent out of the SOI. He does very little to assist in the actual cap, but collects his monte haul. 3. The lone stealth, who simply avoids all contact in order to a) keep as many enemies alive for as long as possible and b) keep himself in the SOI for as many slices as possible. At the end, he collects his monte haul. 4. The AMS driver, who picks a spot in one of the 4 principle directions (to take advantage of the square minimap) at the extremity of the SOI. Finally, we're talking about someone who is at least directly helping the cap, but he's probably not going to set foot in the base since there is no advantage to doing so. We've already heard who doesn't get experience, which is a bunch of people who are supporting the cap in very important ways (but unfortunately for them, all outside the SOI). Now we're getting an idea on who will be getting the experience. When the best gains are from leeching, most people will choose to leech.
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[ Been a while, desu ne? ] |
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2003-05-13, 11:51 AM | [Ignore Me] #41 | ||
Sergeant
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I dont think SOI's and base hacking should have anything to do with gaining experience. Just improve the experience per kill and give other incentives to capturing a base. Other then the dropship center, noone ever cares about capturing a base like the bio lab so they can get advanced medical terminals. They do it because its next in the lattice and they get exp.
Either that or share the exp for capping a base throughout the continent with every active player. |
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2003-05-13, 01:23 PM | [Ignore Me] #42 | ||
Colonel
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Nooooo! I liked the old system that counted unique kills!! This will promote wusyness and general sissyness. I hope this doesn't go into release, it may make me change my mind about buying this game, will have to see how all this turns out though. Cya GameSide.
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2003-05-13, 01:43 PM | [Ignore Me] #44 | ||
Private
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What about a factional pool of exp? The TR, VC, and NC would each have a common pool of XP. As each faction losses or gains bases, choke points, etc, the pool would be adjusted. Players would hold a % of this common pool based upon their performance. Performance would be based upon kill/death ratio, hacks, heals, repairs, and so on. A player could call upon the number of XP up to their % to buy certs at any given time. Just my 2 certs worth.
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