View Single Post
Unread 5 Jul 2018, 12:55   #21
BloodyButcher
Propaganda Chief
 
BloodyButcher's Avatar
 
Join Date: May 2004
Location: Under the Rainbow
Posts: 4,740
BloodyButcher has much to be proud ofBloodyButcher has much to be proud ofBloodyButcher has much to be proud ofBloodyButcher has much to be proud ofBloodyButcher has much to be proud ofBloodyButcher has much to be proud ofBloodyButcher has much to be proud ofBloodyButcher has much to be proud ofBloodyButcher has much to be proud of
Re: Remove EXP or nerf it to oblivion

Quote:
Originally Posted by Atilla View Post
My gripes is with how powerful that mechanic is compared with other mechanics. With the stats we have now you have to play XP or you will be left behind, value players have no way of getting into the round, no way of catching up, no way of staying competitive. And remember this round also have seen a massive resources gain with quests, so value has even had benefits which should highlight how effective XP is if stats are just slightly skewed in its favour.

I am arguing that XP if it stays should be rebalanced and have a mechanic that can also remove score such as a value planet can as their score is reflected mostly by value.

As for the abuse, its a mechanic that has been easy to be abused in the past, and could probably be abused in some way in the future.
Well the initial thread start isnt very spesific except "REMOVE XP/NERF XP".
As evidence posted by me and mz suggest, "normaly" XP is "very" weak, changing or nerfing in any other round than this basicly would be as powerfull as removing ti completely.



A "rubber band" effect is in most of the big videos games, balancing this is very hard though, and all of these games has a big development team and gets a lot of community input.

ie. Dota2 where you will gain more killing a opponent who has more value than you/a player on a team with more value than yours.
or CS 1.6 where you would gain more money each round based on how many rounds your team lost in a row.



XP has a lot of factors you need to pay attention to, before suggesting changing any of them.
Starting to look through the change log, https://game.planetarion.com/manual.pl?page=changes , and past round data is a must.
Only then can you build up an argument to change any of the aspects in how XP is attained.

Trying to make up some dynamic formulae or a better formulae for war bonuses might be the way to go for a start.

Maybe bravery factor(XP) should also be based on the targets alliance total score compared to yours?
It would atleast give some sort of rubber band effect wich value alliance that has fallen behind could profit from.

Maybe it should be a "upkeep" like you got in certain games like warcraft 3 where you gain less resources(or XP for that matter) when youve reached a certain size?
It would stop alliances from rocketing ahead in XP/value.





While i dont mind people wanting to change something that shouldve be changed before this round stats was decided on, i think its potentialy harmfull to suggest changes/leaving it up to the admin to make changes, without atleast doing some sort of research beforehand or suggesting exactly what should be changed with XP.
__________________
RainbowS

RB Ely MISTU Angel Fusi0n 1up ToF VisioN CT FAnG ROCK
BloodyButcher is offline   Reply With Quote