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8 Mar 2006, 13:58
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#51
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Banned
Join Date: May 2001
Location: Further to the right
Posts: 19,441
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Re: XP, stats et al.
Quote:
Originally Posted by gormster
lol ok ok point taken, but you r still wanting your numbers to click upward every tick, right? otherwise whats the point of playing the game if you don't want score.
I just think at the very least it should be possible to win through the classic way of playing as well as by XP whoring...
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I prefer my numbers to go sideways personally. And my implication was that people stayed for the alliances and the community, not because they have 80 more dragons coming out of production on tick 1012
__________________
Some might ask what good is life without purpose but I'm anticipating a good lunch.
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8 Mar 2006, 13:59
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#52
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Banned
Join Date: May 2001
Location: Further to the right
Posts: 19,441
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Re: XP, stats et al.
Quote:
Originally Posted by Monroe
How about the radical concept of XP (and bash limit) based on score rather then value?
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Do you even know why the bash limit was introduced?
__________________
Some might ask what good is life without purpose but I'm anticipating a good lunch.
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8 Mar 2006, 16:07
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#53
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Registered User
Join Date: Jan 2005
Posts: 3,174
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Re: XP, stats et al.
Quote:
Originally Posted by gormster
I just think at the very least it should be possible to win through the classic way of playing as well as by XP whoring...
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Besides the obvious fact that it is possible to win this round the 'classic' way, do you suggest that future rounds should still allow xp whores to have a chance of winning?
__________________
If one person is in delusion, they're called insane.
If many people are in delusion, it's called a religion.
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8 Mar 2006, 16:37
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#54
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Registered AbUser
Join Date: May 2005
Posts: 242
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Re: XP, stats et al.
Quote:
Originally Posted by sniborp
Besides the obvious fact that it is possible to win this round the 'classic' way, do you suggest that future rounds should still allow xp whores to have a chance of winning?
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I think xp-whores or value whores should have a chance to win, but id rather see it harder to xp-whore than value whore :P
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8 Mar 2006, 18:19
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#55
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Planetarion Forum Moderator
Join Date: Apr 2005
Posts: 1,289
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Re: XP, stats et al.
Quote:
Originally Posted by JonnyBGood
Do you even know why the bash limit was introduced?
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Yes
__________________
Romans 10:9-10
#strategy
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8 Mar 2006, 19:13
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#56
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Banned
Join Date: May 2001
Location: Further to the right
Posts: 19,441
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Re: XP, stats et al.
Quote:
Originally Posted by Monroe
Yes
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Do you even know what a rhetorical question is?
__________________
Some might ask what good is life without purpose but I'm anticipating a good lunch.
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8 Mar 2006, 19:47
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#57
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LDK
Join Date: Feb 2002
Location: Norway
Posts: 2,220
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Re: XP, stats et al.
Quote:
Originally Posted by JonnyBGood
Do you even know what a rhetorical question is?
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Yes I do I do..
ohh...
__________________
[Omen]
Quote:
Originally posted by Newt
I would give me right testicle to be in a gal with you wishmaster!!! wonder if thatd be enough to bribe spinner with hmmmm
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<JC`> i sent him a msg saying Wishmaster 0wns, so he recalled
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9 Mar 2006, 02:12
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#58
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Registered User
Join Date: Feb 2006
Posts: 15
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Re: XP, stats et al.
I reckon they just need to change the stats to make xan and zik a little stronger defensively
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9 Mar 2006, 02:36
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#59
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.
Join Date: Mar 2004
Posts: 3,382
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Re: XP, stats et al.
xand are pretty ****ing solid defensively...
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11 Mar 2006, 00:21
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#60
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Flash in the PAN
Join Date: Aug 2005
Location: Birmingham, Romania
Posts: 554
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Re: XP, stats et al.
I assume you have seen the proposed XP formulae for next round.
Here is a calculator where you can adjust the formulae and look at the results.
http://www.fxmy.co.uk/pa/xp17.php
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11 Mar 2006, 01:00
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#61
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Renegade of Funk
Join Date: Jan 2006
Posts: 110
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Re: XP, stats et al.
Quote:
Originally Posted by jerome
xand are pretty ****ing solid defensively...
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Not when faced with cath CR.
__________________
Quote:
Originally Posted by JammyJim
presumably this has to be mainstream news not 'omg 2 penguins were killed by an eskimo last night at 2am. local police chief Iwakoa Sanjo has said that the brutal murderers will be brought to justice snow style'.
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11 Mar 2006, 01:09
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#62
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wasted
Join Date: Dec 2000
Location: Under the floorboards
Posts: 1,240
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Re: XP, stats et al.
Quote:
Originally Posted by Cut Tooth
Not when faced with cath CR.
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That's a feature, not a bug.
__________________
“They were totally confused,” said the birdman, whose flying suit gives him a passing resemblance to Buzz Lightyear in Toy Story. “The authorities said that I was an unregistered aircraft and to fly, you need a licence. I told them, ‘No. To fly, you need wings’.”
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11 Mar 2006, 01:10
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#63
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I see you!
Join Date: Sep 2002
Location: In any girl
Posts: 2,825
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Re: XP, stats et al.
Quote:
Originally Posted by Cut Tooth
Not when faced with cath CR.
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Xans are building lots of FR = Hard for Caths, so they are indeed solid against caths aswell. I think caths are having a hard time due to terrans being overpowered, thus people focus more on anti-CR than anti-BS.. maybe
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11 Mar 2006, 04:48
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#64
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Dirte
Join Date: Apr 2002
Posts: 5,573
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Re: XP, stats et al.
As a CR "heavy" cat, Im having the worst round ever. I havent landed a attack in a week or so. Theres always a ingal xan with too many ghosts
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11 Mar 2006, 05:25
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#65
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Mastermind
Join Date: Sep 2005
Posts: 430
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Re: XP, stats et al.
Quote:
Originally Posted by Shyne
I assume you have seen the proposed XP formulae for next round.
Here is a calculator where you can adjust the formulae and look at the results.
http://www.fxmy.co.uk/pa/xp17.php
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also checked that earlier, they must have mixed up the factor!
calc it with factor 70 and it fits much better.
maybe a factor around 80/90 would do it!
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Community Leader
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11 Mar 2006, 11:15
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#66
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: XP, stats et al.
Quote:
Originally Posted by Antigone
also checked that earlier, they must have mixed up the factor!
calc it with factor 70 and it fits much better.
maybe a factor around 80/90 would do it!
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Er... you did look for values of over 1000 XP, right?
The factor of 700 is based on making new XP give the same score bonus as current XP at 20000 XP. For the record, the current average XP in the universe for all those over 5k XP is 24000 XP. This means that if anything, for the "average" person not to be affected, the 700 should be changed to 750 or so.
70 gives such bad ratios that EVEN 1000 XP is only 1/5 of the old score bonus. 20k xp is less than 1/10th of the old score value. We're trying to still make XP worth SOMETHING. The #1 planet's 11 million odd score in XP would be worth around 630k score. _something_ is up with that.
(yes, all hail the random bolding).
__________________
r8-10 RaH r10.5-12 MISTU
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11 Mar 2006, 11:53
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#67
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:alpha:
Join Date: May 2002
Location: London, UK
Posts: 7,871
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Re: XP, stats et al.
thats a lot of bold for such a little person
are you sure that post can handle it?!
__________________
"There is no I in team, but there are two in anal fisting"
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11 Mar 2006, 11:57
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#68
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: XP, stats et al.
I'm not that ickle.
When I pasted my last creators hour log it told me I had too many smileys in it though
__________________
r8-10 RaH r10.5-12 MISTU
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11 Mar 2006, 15:14
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#69
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Ambiguous Anachronism
Join Date: Jan 2003
Posts: 282
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Re: XP, stats et al.
Quote:
Originally Posted by Appocomaster
The factor of 700 is based on making new XP give the same score bonus as current XP at 20000 XP. For the record, the current average XP in the universe for all those over 5k XP is 24000 XP. This means that if anything, for the "average" person not to be affected, the 700 should be changed to 750 or so.
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Was about to suggest a slight increase. break even at 20k seems a bit too low, but surely not way off. good formula overall
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11 Mar 2006, 16:38
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#70
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Registered User
Join Date: Jun 2004
Posts: 1,081
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Re: XP, stats et al.
With a cap at how much XP you can realistically use, will we see a return to hitting your 40% for easy roids?
__________________
Dynamic Salvage!
[16:10:34] <[lfc]stif|afk> "dont be the worst in your alliance, join CT. We have Arfy!"
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11 Mar 2006, 16:43
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#71
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Flash in the PAN
Join Date: Aug 2005
Location: Birmingham, Romania
Posts: 554
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Re: XP, stats et al.
I thought about whether attacks become pointless later on - but XP is still XP.
Landing still gets you a boost in score, and more roids.
Whats interesting is that the higher your XP, the less value you can sacrifice in an attack.
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11 Mar 2006, 17:21
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#72
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Mastermind
Join Date: Sep 2005
Posts: 430
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Re: XP, stats et al.
Quote:
Originally Posted by Appocomaster
Er... you did look for values of over 1000 XP, right?
The factor of 700 is based on making new XP give the same score bonus as current XP at 20000 XP. For the record, the current average XP in the universe for all those over 5k XP is 24000 XP. This means that if anything, for the "average" person not to be affected, the 700 should be changed to 750 or so.
70 gives such bad ratios that EVEN 1000 XP is only 1/5 of the old score bonus. 20k xp is less than 1/10th of the old score value. We're trying to still make XP worth SOMETHING. The #1 planet's 11 million odd score in XP would be worth around 630k score. _something_ is up with that.
(yes, all hail the random bolding).
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my fault. read and understood. thank you.
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Community Leader
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11 Mar 2006, 22:12
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#73
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PA Team
Join Date: Oct 2003
Posts: 7,449
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Re: XP, stats et al.
Quote:
Originally Posted by Envious
Was about to suggest a slight increase. break even at 20k seems a bit too low, but surely not way off. good formula overall
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Yes, changing the 700 to ~ 750 might be more succesful. However, after finding the excitingly fun average function out in mysql (thanks to Shyne) last night, I've been happily querying away with the database - hence the numbers. Taking into consideration this round's average xp though, it's probably about what we want for the end of round scores, so I don't think 700 needs too much adjusting
Quote:
Originally Posted by The Real Arfy
With a cap at how much XP you can realistically use, will we see a return to hitting your 40% for easy roids?
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Quote:
Originally Posted by Shyne
I thought about whether attacks become pointless later on - but XP is still XP.
Landing still gets you a boost in score, and more roids.
Whats interesting is that the higher your XP, the less value you can sacrifice in an attack.
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Yes. I agree with Shyne's point - there is usually a fair relationship between value and roids (though this is race dependant). The stats generally allow all races (though Terran and Zik least) to attack people of twice their score for some losses.
XP isn't being destroyed - it's still worth having. It's just a bit less worth having as you go on in the game.
__________________
r8-10 RaH r10.5-12 MISTU
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12 Mar 2006, 20:32
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#74
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Up The Hatters!
Join Date: Nov 2004
Location: Kenilworth Road
Posts: 3,012
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Re: XP, stats et al.
Quote:
Originally Posted by Appocomaster
Yes, changing the 700 to ~ 750 might be more succesful. However, after finding the excitingly fun average function out in mysql (thanks to Shyne) last night, I've been happily querying away with the database - hence the numbers. Taking into consideration this round's average xp though, it's probably about what we want for the end of round scores, so I don't think 700 needs too much adjusting
Yes. I agree with Shyne's point - there is usually a fair relationship between value and roids (though this is race dependant). The stats generally allow all races (though Terran and Zik least) to attack people of twice their score for some losses.
XP isn't being destroyed - it's still worth having. It's just a bit less worth having as you go on in the game.
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I am more for tuning it down a little. XP factor of 600 will make the difference at 10k xp, and that is what I feel is around the appropiate as opposed to 19k xp at an xp factor of 700
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Planetarion veteran
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