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Unread 8 Mar 2006, 13:58   #51
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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...
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
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Unread 8 Mar 2006, 13:59   #52
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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?
Do you even know why the bash limit was introduced?
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Unread 8 Mar 2006, 16:07   #53
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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...
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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Unread 8 Mar 2006, 16:37   #54
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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?
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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Unread 8 Mar 2006, 18:19   #55
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Re: XP, stats et al.

Quote:
Originally Posted by JonnyBGood
Do you even know why the bash limit was introduced?
Yes
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Unread 8 Mar 2006, 19:13   #56
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Re: XP, stats et al.

Quote:
Originally Posted by Monroe
Yes
Do you even know what a rhetorical question is?
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Unread 8 Mar 2006, 19:47   #57
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Re: XP, stats et al.

Quote:
Originally Posted by JonnyBGood
Do you even know what a rhetorical question is?

Yes I do I do..


ohh...
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Unread 9 Mar 2006, 02:12   #58
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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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Unread 9 Mar 2006, 02:36   #59
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Re: XP, stats et al.

xand are pretty ****ing solid defensively...
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Unread 11 Mar 2006, 00:21   #60
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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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Unread 11 Mar 2006, 01:00   #61
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Re: XP, stats et al.

Quote:
Originally Posted by jerome
xand are pretty ****ing solid defensively...
Not when faced with cath CR.
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Unread 11 Mar 2006, 01:09   #62
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Re: XP, stats et al.

Quote:
Originally Posted by Cut Tooth
Not when faced with cath CR.
That's a feature, not a bug.
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Unread 11 Mar 2006, 01:10   #63
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Re: XP, stats et al.

Quote:
Originally Posted by Cut Tooth
Not when faced with cath CR.
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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Unread 11 Mar 2006, 04:48   #64
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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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Unread 11 Mar 2006, 05:25   #65
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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
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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Unread 11 Mar 2006, 11:15   #66
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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!
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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Unread 11 Mar 2006, 11:53   #67
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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?!
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Unread 11 Mar 2006, 11:57   #68
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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
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Unread 11 Mar 2006, 15:14   #69
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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.
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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Unread 11 Mar 2006, 16:38   #70
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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?
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Unread 11 Mar 2006, 16:43   #71
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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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Unread 11 Mar 2006, 17:21   #72
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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).
my fault. read and understood. thank you.
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Unread 11 Mar 2006, 22:12   #73
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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
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?
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.
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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Unread 12 Mar 2006, 20:32   #74
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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.
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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