Author | Content | Date |
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PHILKILLS |
Solution to the multi issue.
Hi guys, As far as I can gather from all this heated discussion in other threads is that the main problem with multis at the moment is that they are getting impossibly ahead so much so that they will dictate every GVW or WoTW and that this may as a result discourage general players from continuing in the long run... The solution should be pretty simple.. if you can't 'punish' multis then reward casual players more to help bring everyone in line with the top players. THE ISSUE: ################################################################ Lets face it if you do the math rested XP is actually pretty botched right now, just think about it: You will get maybe 5% exp for being offline for 12 hours, now at the moment that is nothing BUT there WILL be a level where being offline for 12 hours WILL allow you to get 2x exp for 12 hours or more worth of EXP. i'll repeat: When 5% exp takes (or whatever you get for 12 hours of Logged off) longer to obtain whilst leveling normally than it does by simply waiting 12 hours and then leveling at 2x speed... we will have a problem. Why? - Who do you think will get to this critical 'junction' first? Multis ofcourse... meaning they will now be able to level even faster and for much less effort (progressively less each level). ################################################################# THE SOLUTION: ################################################################# So whats the better solution to rested exp? Simple: For every 2 hours of being logged off, give 1 hour worth of leveling at 2x rates (server rates) up to a max level time of 12 hours. What happens after 12 hours? - The rates could then increase at a slower rate for every additional 2 hours you are afk. Example: Logged off for 1 day: 2x rates for 12 hours. Logged off for 1 more day (total 2) 2.5x rates for 12 hours. Logged off for 1 more day (total 3) 3x rates for 12 hours. Logged off for 1 more day (total 4) 3.25x rates for 12 hours. Logged off for 1 more day (total 5) 3.5x rates for 12 hours. etc... What does this do? It still gives an incentive to multi but the advantage from doing so is reduced, it also further encourages more casual players who maybe do not like leveling for hours for less stats as they can do so at faster rates. #################################################################
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[quote="PHILKILLS"][b]Solution to the multi issue.[/b]
Hi guys,
As far as I can gather from all this heated discussion in other threads is that the main problem with multis at the moment is that they are getting impossibly ahead so much so that they will dictate every GVW or WoTW and that this may as a result discourage general players from continuing in the long run...
The solution should be pretty simple.. if you can't 'punish' multis then reward casual players more to help bring everyone in line with the top players.
[b]THE ISSUE:[/b]
################################################################
Lets face it if you do the math rested XP is actually pretty botched right now, just think about it:
You will get maybe 5% exp for being offline for 12 hours, now at the moment that is nothing BUT there WILL be a level where being offline for 12 hours WILL allow you to get 2x exp for 12 hours or more worth of EXP.
i'll repeat: When 5% exp takes (or whatever you get for 12 hours of Logged off) longer to obtain whilst leveling normally than it does by simply waiting 12 hours and then leveling at 2x speed... we will have a problem.
Why? - Who do you think will get to this critical 'junction' first?
Multis ofcourse... meaning they will now be able to level even faster and for much less effort (progressively less each level).
#################################################################
[b]THE SOLUTION:[/b]
#################################################################
So whats the better solution to rested exp?
Simple: For every 2 hours of being logged off, give 1 hour worth of leveling at 2x rates (server rates) up to a max level time of 12 hours.
What happens after 12 hours? - The rates could then increase at a slower rate for every additional 2 hours you are afk. Example:
Logged off for 1 day: 2x rates for 12 hours.
Logged off for 1 more day (total 2) 2.5x rates for 12 hours.
Logged off for 1 more day (total 3) 3x rates for 12 hours.
Logged off for 1 more day (total 4) 3.25x rates for 12 hours.
Logged off for 1 more day (total 5) 3.5x rates for 12 hours.
etc...
What does this do?
It still gives an incentive to multi but the advantage from doing so is reduced, it also further encourages more casual players who maybe do not like leveling for hours for less stats as they can do so at faster rates.
#################################################################
[/quote]
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#1 2013/09/22 09:54:18 |
GREATERIX |
so then the multi's will just start levelling another character, and another, until they get 3-5 characters to the same point and then just rotate them using that advantage to their advantage.
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#2 2013/09/22 09:58:08 |
PHILKILLS |
"GREATERIX"so then the multi's will just start levelling another character, and another, until they get 3-5 characters to the same point and then just rotate them using that advantage to their advantage. Yes thats what could happen if the current system is kept.
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[quote="PHILKILLS"][quote="GREATERIX"]so then the multi's will just start levelling another character, and another, until they get 3-5 characters to the same point and then just rotate them using that advantage to their advantage.[/quote]
Yes thats what could happen if the current system is kept.[/quote]
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#3 2013/09/22 10:11:03 |
PETE |
Were you banned for botting thw other day?
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#4 2013/09/22 10:25:41 |
ISYLVER [Staff] |
That's almost exactly how it works now it's simple. The more rested exp you have/the more you are offline the quicker the rested exp bar fills up.
Adding an extra multiple on rates is not a viable solution and will cause a variety of problems. i.e the first 10 hours you get 0.75 exp per hour 10-15 it goes up to 1.5exp etc.
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[quote="ISYLVER"]That's almost exactly how it works now it's simple. The more rested exp you have/the more you are offline the quicker the rested exp bar fills up.
Adding an extra multiple on rates is not a viable solution and will cause a variety of problems.
i.e the first 10 hours you get 0.75 exp per hour
10-15 it goes up to 1.5exp etc.[/quote]
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#5 2013/09/22 10:29:14 |
GINGESTRO |
I don't think any amount of exp is going to close the gap on those with 20 hours a day to play. I've played 40 hours on my main char and I feel like I've played a lot, however there's people out there with 10x more playtime than me.
Is there no way to make an event such as sacred stone so that when we enter it, we automatically have the same def/at as each other? Then it can be purely down to whoever has the best PvPskills and those with auras still have some advantage?
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[quote="GINGESTRO"]I don't think any amount of exp is going to close the gap on those with 20 hours a day to play. I've played 40 hours on my main char and I feel like I've played a lot, however there's people out there with 10x more playtime than me.
Is there no way to make an event such as sacred stone so that when we enter it, we automatically have the same def/at as each other? Then it can be purely down to whoever has the best PvPskills and those with auras still have some advantage? [/quote]
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#6 2013/09/22 11:12:59 |
ISYLVER [Staff] |
Here's the thing those people will hit a cap early and just because they do doesn't mean we're going to increase those caps.
It's purely a matter of time. |
#7 2013/09/22 11:17:15 |
PHILKILLS |
"ISYLVER"That's almost exactly how it works now it's simple. The more rested exp you have/the more you are offline the quicker the rested exp bar fills up. Yes but it only makes any difference when u get to really high levels... which has allowed the multis to get a HUGE lead. What would have been better is if the amount of rested exp was higher at lower lvls as tbh at lvl say 25 it only really takes about 3 hrs to get a whole lvl anyway... when it takes 8 days to get to 100% of that it really doesn't help casual players that much until they get to a much higher lvl. Not to mention that if multis weren't in this game.. there would actually be many more ACTUAL player characters... What "variety of problems" do you think the other solution would cause? If it is stacked giving depreciating returns on rates then it is still very viable for ppl to play each day / less casual as they will still have a large lead on others that choose not to.
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[quote="PHILKILLS"][quote="ISYLVER"]That's almost exactly how it works now it's simple. The more rested exp you have/the more you are offline the quicker the rested exp bar fills up.
Adding an extra multiple on rates is not a viable solution and will cause a variety of problems.
i.e the first 10 hours you get 0.75 exp per hour
10-15 it goes up to 1.5exp etc.[/quote]
Yes but it only makes any difference when u get to really high levels... which has allowed the multis to get a HUGE lead.
What would have been better is if the amount of rested exp was higher at lower lvls as tbh at lvl say 25 it only really takes about 3 hrs to get a whole lvl anyway... when it takes 8 days to get to 100% of that it really doesn't help casual players that much until they get to a much higher lvl.
Not to mention that if multis weren't in this game.. there would actually be many more ACTUAL player characters...
What "variety of problems" do you think the other solution would cause? If it is stacked giving depreciating returns on rates then it is still very viable for ppl to play each day / less casual as they will still have a large lead on others that choose not to.
[/quote]
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#8 2013/09/22 11:29:41 |
GINGESTRO |
Is the cap on here level 100?
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#9 2013/09/22 11:30:09 |
ISYLVER [Staff] |
"PHILKILLS""ISYLVER"That's almost exactly how it works now it's simple. The more rested exp you have/the more you are offline the quicker the rested exp bar fills up. You're speaking like you can see a top down view of the server. You cannot and there isn't a large gap in the top 100 players. Assume and you make an ass out of u and me. As for your solution I don't like it at all, the implementation is sloppy and would more than likely cause game breaking bugs. I'm leaving rested exp as it is and that is final. I also see no reason to punish players the longer they are in game.
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[quote="ISYLVER"][quote="PHILKILLS"][quote="ISYLVER"]That's almost exactly how it works now it's simple. The more rested exp you have/the more you are offline the quicker the rested exp bar fills up.
Adding an extra multiple on rates is not a viable solution and will cause a variety of problems.
i.e the first 10 hours you get 0.75 exp per hour
10-15 it goes up to 1.5exp etc.[/quote]
Yes but it only makes any difference when u get to really high levels... which has allowed the multis to get a HUGE lead.
What would have been better is if the amount of rested exp was higher at lower lvls as tbh at lvl say 25 it only really takes about 3 hrs to get a whole lvl anyway... when it takes 8 days to get to 100% of that it really doesn't help casual players that much until they get to a much higher lvl.
Not to mention that if multis weren't in this game.. there would actually be many more ACTUAL player characters...
What "variety of problems" do you think the other solution would cause? If it is stacked giving depreciating returns on rates then it is still very viable for ppl to play each day / less casual as they will still have a large lead on others that choose not to.
[/quote]
You're speaking like you can see a top down view of the server. You cannot and there isn't a large gap in the top 100 players.
Assume and you make an ass out of u and me.
As for your solution I don't like it at all, the implementation is sloppy and would more than likely cause game breaking bugs. I'm leaving rested exp as it is and that is final.
I also see no reason to punish players the longer they are in game. [/quote]
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#10 2013/09/22 12:08:53 |
PETE |
Punish hackers
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#11 2013/09/22 12:32:35 |
AST |
"PHILKILLS" Would be the best way for rested exp to accumulate, which I've already suggested. Giving % is imbalanced as it benefits higher levels too much. Time based is far fairer, but I don't think the devs want a balanced server?
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[quote="AST"][quote="PHILKILLS"]
[b]THE SOLUTION:[/b]
#################################################################
So whats the better solution to rested exp?
Simple: For every 2 hours of being logged off, give 1 hour worth of leveling at 2x rates (server rates) up to a max level time of 12 hours.
[/quote]
Would be the best way for rested exp to accumulate, which I've already suggested. Giving % is imbalanced as it benefits higher levels too much. Time based is far fairer, but I don't think the devs want a balanced server?[/quote]
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#12 2013/09/22 15:44:30 |
PHILKILLS |
"ISYLVER" Fairplay, i cannot see the server so I shouldn't assume. The thing is the top 100 players represent the 'non casuals' anyway, this discussion is all about encouraging the more casual players to continue playing for longer periods on the server. Do you really want a server with only a 100 players? "ISYLVER" 'Implementation is sloppy' - I'm pretty confident any coded solution to this issue could be achieved efficiently by myself and i'm sure Finito would have no trouble with this either. "ISYLVER" Theres really no need to be so closed minded with this issue, i'm merely trying to help improve a game I once loved (something I haven't been able to contribute to for a few years). The fact is rested exp is a GREAT IDEA but as has been stated many times by people in other threads difference it makes it so neglible at low levels that its almost not worth being in. You identified an issue, you added 'Rested Exp' to help sort that issue. Now its time to tweak rested exp to help further refine and improve said issue.
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[quote="PHILKILLS"][quote="ISYLVER"]
You're speaking like you can see a top down view of the server. You cannot and there isn't a large gap in the top 100 players.
Assume and you make an ass out of u and me.
[/quote]
Fairplay, i cannot see the server so I shouldn't assume. The thing is the top 100 players represent the 'non casuals' anyway, this discussion is all about encouraging the more casual players to continue playing for longer periods on the server.
Do you really want a server with only a 100 players?
[quote="ISYLVER"]
As for your solution I don't like it at all, the implementation is sloppy and would more than likely cause game breaking bugs.. [/quote]
'Implementation is sloppy' - I'm pretty confident any coded solution to this issue could be achieved efficiently by myself and i'm sure Finito would have no trouble with this either.
[quote="ISYLVER"]
I'm leaving rested exp as it is and that is final.
[/quote]
Theres really no need to be so closed minded with this issue, i'm merely trying to help improve a game I once loved (something I haven't been able to contribute to for a few years).
The fact is rested exp is a GREAT IDEA but as has been stated many times by people in other threads difference it makes it so neglible at low levels that its almost not worth being in.
You identified an issue, you added 'Rested Exp' to help sort that issue. Now its time to tweak rested exp to help further refine and improve said issue.
[/quote]
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#13 2013/09/22 15:54:34 |
PHILKILLS |
"AST""PHILKILLS" Thats a very good point, % based is highly imbalanced... It will literally just widen the gap further between casuals and non casuals as each level a non casual has on any other player means they will level faster and for longer.
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[quote="PHILKILLS"][quote="AST"][quote="PHILKILLS"]
[b]THE SOLUTION:[/b]
#################################################################
So whats the better solution to rested exp?
Simple: For every 2 hours of being logged off, give 1 hour worth of leveling at 2x rates (server rates) up to a max level time of 12 hours.
[/quote]
Would be the best way for rested exp to accumulate, which I've already suggested. Giving % is imbalanced as it benefits higher levels too much. Time based is far fairer, but I don't think the devs want a balanced server?[/quote]
Thats a very good point, % based is highly imbalanced...
It will literally just widen the gap further between casuals and non casuals as each level a non casual has on any other player means they will level faster and for longer.
[/quote]
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#14 2013/09/22 16:00:29 |
AST |
"PHILKILLS""AST""PHILKILLS" As you say, the current system is vastly in favour of the hardcore player. The casual might not play for 16 hours and get 5%, which the hardcore doesn't play for 8 and only gets 2.5%, or even 2%. The problem is that the 5% is "worth" maybe 5min for the low level, which the 2% might last half an hour for the hardcore. If the devs can't understand this is a problem, then frankly it will only get progressively worse until casuals just give up entirely.
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[quote="AST"][quote="PHILKILLS"][quote="AST"][quote="PHILKILLS"]
[b]THE SOLUTION:[/b]
#################################################################
So whats the better solution to rested exp?
Simple: For every 2 hours of being logged off, give 1 hour worth of leveling at 2x rates (server rates) up to a max level time of 12 hours.
[/quote]
Would be the best way for rested exp to accumulate, which I've already suggested. Giving % is imbalanced as it benefits higher levels too much. Time based is far fairer, but I don't think the devs want a balanced server?[/quote]
Thats a very good point, % based is highly imbalanced...
It will literally just widen the gap further between casuals and non casuals as each level a non casual has on any other player means they will level faster and for longer.
[/quote]
As you say, the current system is [b]vastly[/b] in favour of the hardcore player. The casual might not play for 16 hours and get 5%, which the hardcore doesn't play for 8 and only gets 2.5%, or even 2%. The problem is that the 5% is "worth" maybe 5min for the low level, which the 2% might last half an hour for the hardcore.
If the devs can't understand this is a problem, then frankly it will only get progressively worse until casuals just give up entirely.[/quote]
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#15 2013/09/22 16:13:55 |
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