Unix Posted January 25, 2013 Report Posted January 25, 2013 The difference is the intent. When people are rushing in at a base, they are trying to kill the enemy with their bursts and trying to push in as deep with their repels and stay alive with their repels. Quote
Samapico Posted January 25, 2013 Report Posted January 25, 2013 Well, maybe if the XP difference is large between the dead guy and the killer, giving him 1 xp wouldn't be too bad... Like, if you have less than 1000 xp, and someone with > 10000 xp kills you, you get 1 xp... Some kind of formula like that could help new players gain the first couple xp to get to the first few sets of items.Maybe something like: Your xp | Killer's xp | XP given when killed[0,500[ [10000,15000[ 1[0,500[ [15000,20000[ 2[0,500[ >20000 3[500,1000[ [10000,15000[ 0[500,1000[ [15000,20000[ 1[500,1000[ >20000 2 [1000,1500[ [10000,15000[ 0[1000,1500[ [15000,20000[ 0[1000,1500[ >20000 1 Or something like that... Keep in mind that players with such low xp will probably get 8 to 10 xp for just about any kills, so they still have much more incentive to get kills than die intentionnaly. Quote
cxc Posted January 25, 2013 Report Posted January 25, 2013 Sucide shold not give any exp, but dieing in general should give exp. It would promote rushing in bases instead of camping. Learning when/how to die is a skill. Quote
spittnacid Posted January 25, 2013 Report Posted January 25, 2013 (edited) If I'm trolling than thanks for the compliment. Maybe I'm bringing wit and sarcasm to the simpleton trolls. *sarcasm XD back on topic an xp boost, like newb boost is the simplist solution. Look at most successful mmos.. they use a newb protection or boost to keep players around. I mean really guys? Some of you vets brag and say youre leet but is it skill or is it op builds? Edited January 25, 2013 by spittnacid Quote
spidernl Posted January 25, 2013 Report Posted January 25, 2013 Dying is not an achievement or something worth rewarding. Therefore, this'll never happen. Not to mention it seems a bit like noticing you've got a flat tire, and instead of replacing it, attaching an extra wheel at some weird location that just about keeps the flat tire off the ground, but makes it possible to drive again. Or, in a way everyone can understand: experience for death is basically saying "Experience requirements are too high. Instead of lowering them, we should give players all kinds of weird ways to get experience to make up for it.". Quote
Lone Outlaw Posted January 25, 2013 Report Posted January 25, 2013 (edited) Dying isn't being rewarded, playing the game is, so just switch death kills to flight hours. 1xp every 5 minutes you are playing, or something. With a 10xp bonus for every hour. And 100XP bonus when you reach certain in game hours. No unix intent isn't that much different between XP for deaths and XP for kills. People can die over and over and give XP to their friends. Both can be abused. And like i said in the end it's really boring to do anything that is repetative. Flying to the same spot and dying for example is boring. No one has the stamina to do that for more than an hour. If they did they would be specced. The other day i gave someone 300xp by constantly dying to them. This is equivalent to giving myself 100 XP by dying 100 times, if death gave XP. The difference is Death XP at 1, is so low, i'd rather just kill someone and get 10xp. However i agree with Spidernl's Last statement, one could just lower XP requirements for everything except the Signature items. Edited January 25, 2013 by Lone Outlaw Quote
spidernl Posted January 25, 2013 Report Posted January 25, 2013 I'd consider it wiser to drop the experience requirements on a number of Signature items as well, as you need one to truly be at the same level as those with a lot of experience. Quote
cxc Posted January 25, 2013 Report Posted January 25, 2013 (edited) I never thought it hard to gain exp in the zone. Just takes time. First time going thru was fun, wondering what those red items did, and every time a new one became green i would be excited to give it a try. But now i know what items i want, and its just a matter of time before they are available. The excitement is gone, just a chore that needs to be done. Edited January 25, 2013 by cxc Quote
Unix Posted January 25, 2013 Report Posted January 25, 2013 I think shrinking or adding items in that buffer between sigs/reg items is what's needed. Right now you're just stuck in that limbo area once you're there. Quote
spittnacid Posted January 29, 2013 Report Posted January 29, 2013 Why bother to limit items by exp? Realistically it should only be by money. Than bring in exp to dictate the items efficiency. For example if you can afford a turret cool but you have to level it up to use it effiecently. I doubt there are any viable original ideas and using a model that works for commercial mmos is I think key to the preservation of the game in general. Quote
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