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Problems with examples of experience....


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#1 Max Dragon

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Posted 17 June 2012 - 11:15 AM

Experience Points (XP)

XP is a cumulative point system used to unlock BattleMech Efficiencies by performing in game actions correctly. All earned XP is divided by a percentage between General XP and BattleMech Chassis XP.
General XP can be spent on any BattleMech efficiency, while BattleMech Chassis XP can only be earned on the current active player BattleMech.
Examples of XP Actions:
  • • Destroying an enemy unit.
  • • Detecting an enemy unit.
  • • Assisting a friendly unit.
  • • Disabling an enemy unit.
  • • Accomplishing a command order

First off damage is not on here just actions. This is a big problem as if i take someone down to where they are all red and then Johnny lucky comes by and gets 1 lucky shot he gets a majority of the kill exp. Sure he should get some exp, but if he did almost no damage to the target then he shouldnt get most of it. System is easy, You already have a damage parcer. probably with an ID who shot that damage at that target. Just add up who did the most before the kill and give them that percentage of the exp. Super easy. If you do this it wouldnt be much more of a stretch to do the same for disabling parts on the enemy. Likewise, if you do all the damage and someone comes by and blows of the components, yeah should they get exp, but not all of it.

Second, This is eerily of WoTs exp set up, which IMO doesnt work, but for different reasons. I get scout mech detecting and get exp for that, but if they dont kill anything or get killed before they can do anything, but "scout", thats it thats all they get. Just like in WoT is that exp going to be enough to carry that scout mech. I mean hes got to run into a front line of battlemechs shooting at him who might just drill him and kil him quickly. This is a real possibliity that IMO will have to be addressed.

Third, so like why dont we all just roll command and get an extra stream of exp..... Seriously, if you can get more exp than others why not do it too. Couple it with the extra damage from artillery and UAV support. Yeah its on. Going back to scout, I just dont see how they are going to be able put up good exp number unless the exp required for them is lower.


Let me know what you think

#2 Mar Helmer

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Posted 17 June 2012 - 11:20 AM

View PostMax Dragon, on 17 June 2012 - 11:15 AM, said:

  • • Assisting a friendly unit.

It's already accounted for.

#3 Chaos Revolution byme

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Posted 17 June 2012 - 11:25 AM

seems good... ;)
what do the guy under me think about it?

Edited by Chaos Revolution byme, 17 June 2012 - 11:25 AM.


#4 Shadowscythe

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Posted 17 June 2012 - 11:26 AM

Quote

  • • Accomplishing a command order





Is actually the person doing what they are told and the commander doing orders that a person is willing to follow..pretty sure they both get XP for this ;)

Looking for quote
Hmm, couldn't find quote :(

Edited by Shadowscythe, 17 June 2012 - 12:49 PM.


#5 Teggs

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Posted 17 June 2012 - 11:35 AM

It does not actually say that you get experience for giving commands, only for fulfilling them. As stated it is exp for the other pilots in the lance, not the commander.

I think it was a rough outline there, and not a finished list. But all the same there is only one commander per lance/star. Even if all the mechwarriors in the lance have leadership skills, only one of them should get leadership experience. Unless the leader goes down and the second issues orders, of course, and so on.

- Teggs

#6 Shadowscythe

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Posted 17 June 2012 - 11:40 AM

View PostTeggs, on 17 June 2012 - 11:35 AM, said:

It does not actually say that you get experience for giving commands, only for fulfilling them. As stated it is exp for the other pilots in the lance, not the commander.

I think it was a rough outline there, and not a finished list. But all the same there is only one commander per lance/star. Even if all the mechwarriors in the lance have leadership skills, only one of them should get leadership experience. Unless the leader goes down and the second issues orders, of course, and so on.

- Teggs



Quote from Q&A 4

[PAUL] Command is chosen prior to the drop. For Merc Corps, it’s up to the Merc Corp Leader or its officers to decide who’s going to be in those command positions. For Lone Wolf and Faction Players, it will come down to a calculation on their previous experience by default then it can be left up to the players of the match to swap out if so desired.

[PAUL] Correct, if a Company Commander dies, one of the remaining Lance Commanders will be promoted to the position.


That would stink. What a waste of mods if all of them are commander.. :D I wouldn't want to be on that team :D
Although.....I wonder if all of them would be able to call in airstrikes LOL
I can picture it now, a full team of commanders over vent saying, "ok, we are aiming for the grid F4 of last spotted LRM camper.... 3..2...1.fire!" LOL!


Quote from Q&A 4

So there is no official Commander role, there are simply people who have installed Commander modules on their ’Mech. If someone has three module slots on their ’Mech, they could install three Commander modules, one Commander module and two Scout modules, or any other sort of combination. As a result, the game does not officially enforce, or even recognize, any sort of strict Commander role. It will be up to players to decide who should bring which Commander modules (as well as any other modules) into the match, as well as establish any sort of chain of command they wish to follow.

Still kind of vague on details

Edited by Shadowscythe, 17 June 2012 - 12:54 PM.


#7 LeTigre

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Posted 17 June 2012 - 11:47 AM

"Examples" does not equal a comlete and final list, just an idea of some of the things for which you can get xp.

#8 Aldinvor

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Posted 17 June 2012 - 11:47 AM

As far as the kill shot exp goes, if you allocate overall damage done it's still not a fair system. if someone is chipping at the front armour of an enemy 'mech, then someone flanks that mech and shoots out his back to pop him, the exp should go to the flanker who did a lot less overall damage.

View PostTeggs, on 17 June 2012 - 11:35 AM, said:

It does not actually say that you get experience for giving commands, only for fulfilling them. As stated it is exp for the other pilots in the lance, not the commander.

What's stopping the commander fulfilling the objective they set?

#9 Shadowscythe

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Posted 17 June 2012 - 11:52 AM

View PostAldinvor, on 17 June 2012 - 11:47 AM, said:

As far as the kill shot exp goes, if you allocate overall damage done it's still not a fair system. if someone is chipping at the front armour of an enemy 'mech, then someone flanks that mech and shoots out his back to pop him, the exp should go to the flanker who did a lot less overall damage.


What's stopping the commander fulfilling the objective they set?


Might have to ask that one in "Ask the Devs 7" pretty sure it hasn't been confirmed either way

#10 CCC Dober

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Posted 17 June 2012 - 12:12 PM

View PostMax Dragon, on 17 June 2012 - 11:15 AM, said:

Examples of XP Actions:
  • • Destroying an enemy unit.
  • • Detecting an enemy unit.
  • • Assisting a friendly unit.
  • • Disabling an enemy unit.
  • • Accomplishing a command order


It may be that Role Warfare determines how exp gains are weighted. Assaults would gain most likely from accomplished command orders. So they could be screwed if the team goes lemming and doesn't bother. Scouts, as the name already suggest, would primarily gain exp from detections and they could also be screwed if they don't get fire support or suicide-scout/play lemming. I'm not sure how to differentiate Mediums and Heavies tbh, so they could probably pick whatever they like.

#11 Max Dragon

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Posted 17 June 2012 - 12:40 PM

View PostMar Helmer, on 17 June 2012 - 11:20 AM, said:

It's already accounted for.

No it has not be address! Players will get a smaller amount of exp even though they didnt get the kill shot but did all the damage. Did you even read my post.... its about damage not kills or assists.

By the way thats is my big problem with most free to play games and pvp death matches. In LoL your ELO rating is based on your win loss, which in my opnion is a terrible way to determin whether a player is good or bad as the game depends on a team working together not 1 player.

Games like this one should be based on many different levels of player performance. Such as damage, accuracy, how often they are successfully following order or giving them, or whether they are scouting successfully or zerging in and doing no damage. Sure you will have kills and assists, but thats not every thing that should be considered.

Likewise, in determining exp damage done should be the deciding factor weither a person get the majority of the exp. Not whether they get a lucky shot on a wounded opponent.

#12 CCC Dober

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Posted 17 June 2012 - 12:51 PM

It's difficult to measure personal performance when the team composition is changing all the time. Each member of the team contributes to the team performance and even to the efforts of individual team members. You just need one bad apple and the whole rating goes to hell, for both the team and the individual players. We've had enough stat 'believers' in WoT that would regularly fall back to 'law of large numers' like it was a prayer. Too bad they didn't bother to read the fine print listing the conditions LOL

Yeah, it's not gonna be easy to find good performance metrics for a team game. Griefers, TKers, farmers, lemmings and 'bad apples' will do their best to ruin them.

#13 Mar Helmer

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Posted 17 June 2012 - 12:57 PM

Max, you don't know what "assisting a teammate" even means yet. It could be anything from spotting targets for your ally to doing damage to anything else. Withhold your worries until after the actual system has been published and game-tested.

#14 Shadowscythe

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Posted 17 June 2012 - 01:03 PM

Hopefully
  • • Detecting an enemy unit.
isn't exploitable.. example...




Scout spots an enemy, runs behind a hill to lose LOS, come back out, spot it again :D
Wonder if it has a cooldown time where you only get XP for spotting the same mech every so often, or at all... Like once you spot a mech, is that it for all of that match for spotting that particular mech? :D

So many questions :D
Let the speculation continue :D

Edited by Shadowscythe, 17 June 2012 - 01:05 PM.


#15 CCC Dober

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Posted 17 June 2012 - 01:10 PM

Don't see no potential for abuse as long as the loss of LOS breaks the exp accumulation for scouts.
It becomes a lot more interesting once a scout can track up to 4 targets simultaneously and has fire support. Scouts might drown in exp if support is doing its job properly ^^

Edited by CCC Dober, 17 June 2012 - 01:10 PM.


#16 SuomiWarder

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Posted 17 June 2012 - 10:26 PM

Well, a base xp for damage caused perhaps with a penalty for damage taken might be a worthwhile approach. Bonus XP for first contacts on various enemy mechs, if a mech you spotted takes indirect LRM fire while spotted, getting the kill shot, maybe for something like getting a head shot, etc.

#17 Draco Argentum

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Posted 17 June 2012 - 11:23 PM

View PostMax Dragon, on 17 June 2012 - 12:40 PM, said:

By the way thats is my big problem with most free to play games and pvp death matches. In LoL your ELO rating is based on your win loss, which in my opnion is a terrible way to determin whether a player is good or bad as the game depends on a team working together not 1 player.


No, it is an excellent way and works very well in LoL. People who kill a lot and win rise in ELO. People who do all those little clever tricks with wards and memorising timers win even against good killers and rise even higher. Its a team game, having a great k:d or damage to spotted enemies doesn't matter when you lose. The reason ELO works so well is that the good players all rise, that way you don't have griefers or bots on your team holding you down.

The only disadvantage of ELO is that new players are likely to be placed in low ELO matches. Given the way ELO works that means they're matched up with scummy, TKing, botting jerks. This is not the best way to retain new potential customers. It could ne solved with ELO penalties for going afk or TKing so that the jerks end up even lower than the new guys.

#18 Kanatta Jing

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Posted 17 June 2012 - 11:29 PM

If you're doing 99% of the damage to a Mech then something has gone wrong before someone snuck in and stole your kill.

#19 Mordin Ashe

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Posted 17 June 2012 - 11:47 PM

I would prefer getting payment and experience for damaging and then some bonus for extra deed, like shooting off leg, killing volley, blowing ammo rack. But maybe it already works like that, no way of knowing since I'm not in beta.

#20 Kottonmouth

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Posted 17 June 2012 - 11:50 PM

First) Whether this sounds good/bad we should probably wait and see before passing judgement. The entire XP system may be the greatest thing for gaming since the first kid picked up a stick, pointed it at his brother, and said "bang". Or it may be the modern day equivalent of stuffing your head in the oven and setting that dude on high. Until we actually see it, hold up on definitive judgement.

Second) If the idea of the "bad apples" on your team has your undermares in that tight of a bunch, you are probably better suited for a Merc Company. This is a PvP Mechwarrior game, if you hate being stuck on random teams the only thing stopping you from joining one of about 500 merc companies is your own desire for self inflicted mental anguish. Don't get me wrong. I like putting cigarettes out on my own eyelid as much as the next guy, but I won't ask you to listen to me whine aboot it.

Edited for the grammar trolls. Perhaps I still left them a snack or two.

Edited by Kottonmouth, 17 June 2012 - 11:53 PM.






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