For those of you not getting XP's for Caps... - PlanetSide Universe
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Old 2003-04-26, 04:31 PM   [Ignore Me] #1
Civilian
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For those of you not getting XP's for Caps...


New Experience System Details

Many folks don't fully understand the new experience system, so here are a few details about it in an "Example" fashion so that it makes more sense.

But first, a few changes are coming:

1) Many folks reported that they "got no xp for a capture after fighting all night to win the battle". After further examination, we think there's a slight design flaw in our system in that the "unique kill count" doesn't start until the hack occurs. This can result in situations where you fight for 30 minutes to get a hacker into the base, but end up with no enemies left to fight at the base after the hack...thus resulting in no capture experience.

Thus, we're going to extend the "kill count timer" to include the 10 minutes previous to the hack. This loosens up the system to allow hacks to happen after a major battle, while still counting the "unique kills" before the fight.

2) Additionally, some players are getting no xp because they only made 3-4 unique kills. Thus, they get no cap xp message and think "hey! The system is bugged!" So we're going to change the system to give XP for anywhere from 1-20 unique kills. If you only kill one unique player, you'll get 5% of max XP for the capture. If you kill 20 players (or more) then you get 100% of the max XP for the capture. It scales linearly between those end-points.

Now...the examples below assume that the fixes above are already in place (should happen very soon). I'll explain everything else with that in mind.

Here goes:

1) If you're an individual (not part of a squad), then you just have to be present during the 25 minutes before the hack is complete and the base capture occurs. During the time that you are present, the game is counting "UNIQUE" kills that occur within the SOI around the facility. Outside the SOI doesn't count. "Unique" kills means *different* people....not the same guy over and over.

NOTE: YOU do not have to personally kill those "unique" enemies. You just have to be PRESENT while they are killed.

2) Why "unique" kills? Basically, if there are only two guys defending the base, then you don't get much in the way of xp for taking that base (two unique folks would be 10% of max cap xp...see above). If you bite off a big challenge, then you get big XP. Bite off a small one and you get small XP.

3) Squads help you in regards to "unique kill count". Basically, we keep track of all the unique kills that your ENTIRE SQUAD is present for in that SOI. Basically, this benefits squad members because they can be in and out of an SOI and still accumulate "unique kill count" if at least one of their squad members is there. Thus, it's easier for squad members to get to the max capture XP. (And remember...xp is now shared across the entire continent for squad members.)

4) This also applies to resecuring a facility. The system is almost exactly the same for resecuring as it is for hacking in the first place. When a base is hacked by the enemy, a "resecure timer" is started. All the kills you were present for the 10 minutes prior to that enemy hack, and all the kills until your Empire actually rehacks (thus resecuring the base) are counted as "unique kills" toward the maximum resecure XP. This "resecuring" xp should be a huge incentive for defenders since you now get xp for doing base defense (which didn't happen previous to this change).

Make more sense now? In a nutshell...big fights give big cap xp. Small fights give small cap xp. Defenders get xp for resecuring a base.

And, of course, in addition to capture xp, you also get all the xp for the actual kills...and that's not limited by "unique" numbers. So all-in-all, you can wrack up an amazing amount of xp if you a) get into a large squad and b) go into large battles, whether on offense or defense. If your style is to play with smaller squads and go to smaller battles, you'll still have fun...but you'll receive smaller XP because you're taking smaller risks.

Okay...that's BEP...what about CEP for captures?

The system works exactly like BEP awards, but there's a modifier based on your size of squad.

Basically, take the amount of xp that would be received using the BEP system described above. Now multiply the CEP gained by a percentage based on the number of folks in your squad. A two-person squad gets 10% of the max CEP for its leader, whereas a squad leader with 8+ members gets 100% of the max CEP. (Scaled proportionally in between those numbers).

Therefore, large squads net max CEP for their commander. Small squads net less.

NOTE: There is no limitation to the number of commanders that can gain CEP in a single SOI. It's only limited by their squad size.

ALSO NOTE: Capture xp now has *NOTHING* to do with who hacked the building. There is no reason to kill friendly hackers.
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Old 2003-04-26, 04:35 PM   [Ignore Me] #2
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Here's my question that I don't think was answered in there.

If my squad is helping to cap a facility and it's not my hacker that gets to the CC first, will I as the squad leader get CEP or only the squad leader of the hacker who was lucky enough to get there first?

If it's the latter, watch out, because I'll be TKing hackers so mine can take the base
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Old 2003-04-26, 04:36 PM   [Ignore Me] #3
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While this is a good step in the right direction, I still think they need to think the XP attack/defense system over a bit more.

-Virt
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Old 2003-04-26, 04:38 PM   [Ignore Me] #4
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Yogi, I agree with you. They need to make it so that all the squad leaders in the SOI get CEP, and not just the squad leader of the hacker. Unfortunately, I don't believe this is the case right now. The XP system still needs a lot of work...

-Virt
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Old 2003-04-26, 04:40 PM   [Ignore Me] #5
Yogi
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Originally posted by Virtuoso[ViP]
Yogi, I agree with you. They need to make it so that all the squad leaders in the SOI get CEP, and not just the squad leader of the hacker. Unfortunately, I don't believe this is the case right now. The XP system still needs a lot of work...

-Virt
If this change is made I might come around on the lattice system. Although It needs to be tweaked still. Warpgates shouldn't be connected to only one facil.
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Old 2003-04-26, 04:46 PM   [Ignore Me] #6
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Yogi, I believe they are only connected to one facility to make continent locks harder to break. While I'm not quite sure I have a problem with them only being connected to one base, I wouldn't be opposed to an idea that made them connected to more than one, but still made it difficult to break the continent lock.

On the other hand, you could still "punch through" another base using the NTU depletion method... but it'd be hard to get an ANT there to resupply it.

<shrug>

Only time will tell.

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Old 2003-04-26, 04:48 PM   [Ignore Me] #7
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Yeah, I can understandt that. Problem is sometimes there's only one tower by that nearest facility and the next nearest tower is light years away making it increadibly hard to get forces into the base for more than one assault.

An AMS would help but it's still really really tough.
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