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Unread 14 Jul 2018, 11:23   #51
Ave
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Re: Remove EXP or nerf it to oblivion

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Originally Posted by BloodyButcher View Post
Because me, and many other "crashing noobs" landed on prodded carn def ships the first two weeks. When someone spends their entire stock the first two weeks in a attacking round onn building 15k chimeras to "cover incs", they will have a very hard time catching up as not only will the attacker lose value, but also the defender.
If you intend to play value, you need to know how to keep value. If you dont, you have nothing to cry about.
So they were poor because they killed u early on? Then u gained more xp later on from non defenders and ended 10th and run your mouth like a boss?
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Unread 14 Jul 2018, 12:19   #52
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Re: Remove EXP or nerf it to oblivion

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Originally Posted by Ave View Post
So they were poor because they killed u early on? Then u gained more xp later on from non defenders and ended 10th and run your mouth like a boss?
If me, you or anyone intends to focus on value play, crashing for roids, and landing red calcs is a very bad idea. Losing a few roids the first few weeks does not matter, as most alliances dont even start defending properly before TT3/4 even in more defensive minded rounds.

Im pretty sure Ultores will say that they went into this round half-arsed about competing, and if the other big value alliance played a shocker of a round of course XP would become even more powerfull than it needed to be.
Yet we only see two groups being behind the major outcry against XP as a strategical tool, Norse & CaRnage, two alliances that based on this rounds play ended where they deserve to end on the ranking ladder.

Its not like ND or any of the XP based alliances invented the wheel this round.
Based on earlier rounds XP is not that strong, and nerphing it based on this round would be a very negative move if the meta/stats/etc is going back to the normal next round.

Some adjustment should be made how ever, but those are fixing issues thats been needing some work for quite some time.

War XP:

Ive tried to brought it up earlier http://pirate.planetarion.com/showthread.php?p=3256161
IE:
ND declared war on CaRnage, a alliance ranked 6 while ND was ranked 1.
ND would get a flat 30% XP bonus, and CaRnage would also get a 30% XP bonus if they declared war back. This will usualy favovur the top ranked alliance more than the lower ranked alliance, and therefor there will be no "rubber band effect" avaible where a lower ranked alliance got a chance to make up grounds by landing a bigger tag.
This type of rubber band effect is basicly the whole intention of the XP implementation in the first place, and this round XP was more a "jet rocket effect" kinda of thing, wich is the exact opposite of what i belive was the initial intention of the function.

Top ranked planet XP:

Lets face it, having someone getting escorted to a top ranking the last few days is not a very good option in this game.
While some of the top planets(if not all the top planets) this round gained their XP at a steady rate throughout the entire round, there is still a possibility for a XP planet to gain a high rank with very little effort the last few days of the round.
Some sort of daily XP cap could be a very good idea to ensure that XP based planets has to put in as much daily work as the average value based planet.
Without removing the ability to actualy go some sort of XP based route, we need to remove the ability to sky rocket through the ranks the last few days of the round.

Alliance points/alliance score/XP:

The possibility of adding a XP planet or a normal planet for that matter the last day to win tag needs to be removed.
Most of have noticed the "Points" in the alliance rankings, but very few know of the original intention and even fewer(if any tbfh) knows the formulae.
Maybe XP should be reworked that way so XP is bound to the tag, any planets leaving will lose all its XP and any planet joining will have its XP not counting for score.



--

Its quite clear to me that the "XP issue" needs to be approached on a much grander scale than just "nerphing it", or removing it entirely.
I dont think ive seen any longer or specified suggestion on how to change it that has been given a lot of thought in any threads of late, and this is a worrying to me.
Making any hasty changes will most likely cause more harm than it will do good to the game at the moment. Each round has the possibility to have its own "meta", wether its "VGN fencing" or ND XP running dosnt matter. We need changes that ensures both style of game play is less one sided and "boring" to the average joe PA player.
I dont think i got the correct answer on how to fix it, but i know nobody in this thread has suggest a change that would be the correct answer.
The influencal people(ie: alliance HCs/stats wizs) of the community need to get together and come up with suggestions that would lead to a more balanced and reasonable change before its worth changing anything at all.
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Unread 14 Jul 2018, 12:51   #53
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Re: Remove EXP or nerf it to oblivion

If every feed back given to imorove the game is classified as crying so be it then. I havent once cried tho. The round became rather pointless. I had decently fun neverheless due to a good crew.

I never asked to nerf it or remove it. I gave valid suggestions to re do it. As I pointed out I had suggested it way before this round aswell, so absolutely nothing to do with current rankings. I am the onlyone from CaRn commenting here so far. So there is your "major outcry ��" Most of my comments are positive too apart from the suggested improvements.
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Last edited by Ave; 14 Jul 2018 at 13:11.
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Unread 14 Jul 2018, 13:14   #54
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Re: Remove EXP or nerf it to oblivion

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Originally Posted by Ave View Post
Apart from Demort I am the onlyone from CaRn commenting here so far. So there is your "major outcry ��"
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Originally Posted by CBA View Post
It's quite simple the problem. You should not be able to create a planet PT tick 800 and win the game.
CBA was the other CaRnage HC to comment here.
While obviously Norse is actualy doing major outcries, maybe its unfair singling you out.
What Demort said is basicly that XP made 30 of the KittenZ members quit because it encourage a game style that your not happy with. Maybe these 30 people was CBAs girlfriends, i dont know, but if theyve not been around long enough to see that XP usualy is awfull as a strat im not sure you are missing out on anything.
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Unread 14 Jul 2018, 17:10   #55
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Re: Remove EXP or nerf it to oblivion

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Originally Posted by [B5]Londo View Post
I dont see anyone having more than obliquely mentioned the quests here. It seems to me that they have been a big contributor to the xping this round simply because there are so many roids sloshing around as the quests hand them out like sweeties and roids are a major component in xp gains.
So perhaps there should be less 30 of each roid quests.
I guess the flip side is that everyone likes having a wide choice of 1.5k roid targets every night.
If ppl dont want to switch roid quests to more bumper resource rewards and feel the old style xp rewards are dull then perhaps we could have a new type of reward say flagships - an otherwise unbuildable ship (probably a different one for each race) that would would be good but would be so limited in numbers that it wouldnt really upset the balance of the stats.
Possibly a too much of a headache for stats makers though.

Actually I think it's more that this round was a perfect storm. Stats with gaping holes. Quests that dumped vast amounts of resource value early on onto planets and uncapped mcs.

The roids didn't overly play a part. The round didn't feel excessive at any point for roid volume. The issue was cathar planets going top heavy on value at tick 400 after completing the covop tree. It created little nests of xp goodness that cr planets syphoned, who were in turned syphoned by the rest and then xan fr when in over the top on everyone with podgasm.

The stats should shoulder the vastness of the blame, followed by the quests. Xp was more a benefactor of those two.
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