Rewarding more the team-based actions.


(FireWorks) #21

I am not sure if XP are directly correlated to the points in the game. I think yes, but maybe that should not be case.

If you look at the example of Ghost Recon Online, before they ****ed up with their total P2W tier8 weapons.

Youd get different points for all the tasks you do ingame. x for class stuff, 500 for a whole cap, 100-400 for cap assists and 100 for kills. A hefty 1000 for winning.
In the end you have a scoreboard and people get awarded their XP based on their ranking on the score (and time played in the match).

Dont remember the exact figures but basically everybody get a decent amount of XP while betters get a few more and worse a few less.

So if you played a full match and are first, you get say 250XP.
245 for the second best scorer
240 for the third
and the last guy in a match of 8v8 would get 175

The XP will be higher or lower depending on how long you were attending the match and how long it took. So, 250 would be a winning score for 15mins full game.
Youd get equally less if youd join late. When your playtime differs from the match time.
Youd get a bonus for matches that took longer than 15mins and a malus for shorter ones.
In the end you get a score based on your play time / ranking.

That system felt very rewarding as you never got the urge to go for mindless killstreaks while sacrificing the objective. Id rather defend and hold the objective for some time and win, than going berserk for 6kills and still get less XP and losing.
That was pretty interesting for me, as I am usually the first to go rampage. ETQW spoiled me a bit, I dont care how often I die as long as I got the score to back it up. XP/m And im still to the day, the guy with the most deaths. Depending on the opposition, I either end up pretty good… or not so much.

That system allows for a lot of team play, as it rewards you for being good. How good, doesnt matter in the end. You dont have fill your XP/s or k/s quota


(FireWorks) #22

And all the less black/white matches will have moments where you can lose due to some greed for action and not focusing on what would have been needed.

If you bring the extreme example of a totally dominated team, you will have a hard time to balance the game.

Closer matches will have deciding moments where that revive spree, or ammo packs or seconds bought by the turret will make a difference. Topfragger should need a team, and it should be rewarded properly. Even if it only means guarding (or camping) the one crucial area, while others are farming their frags.


(Glottis-3D) #23

how about not getting XP(or getting much less XP), by killing :

  1. enemy on the spawn location
  2. enemy, who has a very low k/d

how about giving more XP for:

  1. killing an obj-carrier / obj-builder / obj-defender / obj-offenders

i just see a lot of matches, with 1-2 rambos, getting kills far at the spawn on weak players. while good enemies rape the object.


(spookify) #24

When I first read this thread I thought it was about rewarding classes for team based play not some stupid xp that no one should really care about. Revive shields, health, ammo, engy shields, sniper kills helping teammmate rewarded with ammo or something. The game play needs something. There’s no real reason to use specific team work right now and no way too. You can’t medic train an objective right now, fall off damage is way to high so people can sit back and there’s so much spam you cant get any where.