Showing Posts For Acez.3726:
How about scaling it slightly more flat?
Not distributing it equally but more like every player gets X+a split of the pot.
X is a fixed number which never changes, the pot is a fixed number, says, Y+some factors like upgrades on the objective, number of defenders etc.
That’s the direction where I was going also, something that lets the zerg players grind WXP casually but still gives incentive for groups to break off and help somewhere else.
Syeria already made a valid case against that system which was seconded by DevonCarver. There needs to be a new solution that entices people to play in smaller groups without having competition between their own servers for WXP.
Its either that or stay with the zerg bias that there is now.
(edited by Acez.3726)
Edit: here’s a thought, cap the WXP you can earn in any given day.
Not a viable option as this will discourage people from playing, imagine a daily cap on xp or karma.
WXP area bonus could be cool too, like outnumbered but more local.
Any other ideas?
(edited by Acez.3726)
I agree that this is a serious issue, while at the same time being a very delicate one.
One way to manage it could be keeping the WXP static like it is now, max per kill is 60 WXP, 38 WXP for capping a guard point, etc… while at the same time calculating a personal WXP multiplier.
The multiplier would have to be capped at a relatively low value as to maintain that people do not feel as if their WXP was being stolen, lets say 25%.
Lets say you 1v1 a person who is max WXP (60) and you do 100% contribution (either enough hits or enough damage) you get 60*1.25 WXP, or you 2v1 at 50% contribution you get 60*1.125.
The difficulty comes from calculating contribution, player kills would have to scale differently than objectives would. For example, in order to get a contribution bonus on a player damage would probably be more effective than number of hits/time in combat would be, whereas on an objective it would probably be more accurate to use the number of hits/time on point.
This way fighting against a defended keep would allow you more time to get full contribution for a 25% increase in WXP and one that goes down too fast would have less time to accumulate the hits get a high contribution bonus.
What you guys think? Any Ideas?