XP vs Performance... Give your ideas?


(PixelTwitch) #1

So I know this kinda thing is stuff that will be handled later down the line. However, I thought I would give my thoughts on decent balancing for XP received for certain actions. I also think the XP is a great tool for influencing how the “casual players” will play. So please bare that in mind when looking at these values.

KILL: 100XP
HEADSHOT KILL: 125XP
ASSIST: 10-100XP *based on % of damage on the assist
REVIVE: 10-100XP *based on % of charge on the revive
GIB: 40XP
SPOTTED PLAYER KILL: 50XP
MEDPACK DIRECT HIT: 20XP
AMMO PACK DIRECT HIT: 20XP
AMMO PACK : 40XP
MED PACK : 20XP + 0-100XP *based on % of heal
AURA HEAL : 0-100XP *based on % of heal
PHOENIX HEAL : 0-100XP *based on % of heal
ABILITY KILL (Excluding Minigun & Sparks) : 200XP
CONCISION KILL : 50XP
DEFEND EV : 3XP/s
GUARD EV: 3XP/s
REPAIR EV: 300XP *based on % of repair
KILL EV: 500XP *based on % of damage
SIDE OBJECTIVES : 300XP
RETAKE SIDE OBJECTIVES : 200XP
PLANT C4 : 200XP
DEFUSE C4 : 200XP *based on % of defuse
DETONATE C4 : 200XP
HACK : 12XP/s
CAPTURE POINT HOLD : 12XP/s
KILL ENEMY ON OBJECTIVE : 200XP
KILL ENEMY DEFUSING C4 : 300XP
KILL ENEMY FROM OBJECTIVE : 150XP
KILL ENEMY SHOOTING FRIENDLY (1sec) : 50XP
KILL ENEMY AFTER KILLING FRIENDLY (2sec) : 25XP
5/10/20 REVIVES IN 1 LIFE : 100XP/250XP/500XP
5/10/20 HEALS IN 1 LIFE : 50XP/100XP/200XP
3 DEFUSES IN 1 LIFE : 500XP
DOUBLE KILL : 50XP
TRIPLE KILL : 100XP
QUAD KILL : 200XP
ACE KILL : 400XP
5 KILLS 1 LIFE : 100XP
10 KILLS 1 LIFE : 250XP
15 KILLS 1 LIFE : 500XP
20 KILLS 1 LIFE : 750XP
25 KILLS 1 LIFE : 1000XP

I am sure I have missed a lot out. I just wanted to try and base them on things that will hopefully push the more casual players into more team based roles. I would love to know what you guys think :slight_smile:


(Mustang) #2

I like, especially the ones where the better the team player you are the more XP you get.


(montheponies) #3

i honestly could not care less for xp. it’s just a distraction at the end of the game to me, that i skip as soon as possible. realise that it’s a proven hook for game addicts, but to be honest it really is just a crutch in leui of good game mechanics.

dont mind the in game reminders when you get say 5 kills in a row or something, but really, who cares how much xp you’ve got in a FPS.


(PixelTwitch) #4

[QUOTE=montheponies;500729]i honestly could not care less for xp. it’s just a distraction at the end of the game to me, that i skip as soon as possible. realise that it’s a proven hook for game addicts, but to be honest it really is just a crutch in leui of good game mechanics.

dont mind the in game reminders when you get say 5 kills in a row or something, but really, who cares how much xp you’ve got in a FPS.[/QUOTE]

well that depends if certain things will require XP to unlock or are only available behind level walls… in that case… I care about XP.

lol


(fubar) #5

[QUOTE=PixelTwitch;500733]well that depends if certain things will require XP to unlock or are only available behind level walls… in that case… I care about XP.

lol[/QUOTE]

Wont happen. If you’re required to play their matchmaking/pub servers to earn XP, in order to unlock a merc, feature, whatever. Said merc, feature, whatever, will be completely removed from comp play. Being required to excessively play a game, with and against lesser skilled people, or a mode you simply don’t care for, merely to be able to participate in competitive play wont ever go well. Ever. Look at the CSGO/ET/BF/Whatever scene, the majority of CSGO and BF pros barely have any hours registered on matchmaking/public servers, I haven’t touched an ET public server in well over 8 years. If you told me I had to play public for X hours to unlock the field op, engineer or medic class in ET, I’d straight up quit.


(stealth6) #6

KILL: 100XP
HEADSHOT KILL: 125XP
ASSIST: 25-75XP *based on % of damage on the assist
REVIVE: 25-50XP *based on % of charge on the revive
GIB: 25XP
SPOTTED PLAYER KILL: 25XP
AMMO PACK : 50XP
MED PACK : 25XP
AURA HEAL : 1-75XP * per second based on % of heal
ABILITY KILL (Excluding Minigun & Sparks) : 100XP

5/10/20 REVIVES IN 1 LIFE : 100XP/150XP/200XP
5/10/20 HEALS IN 1 LIFE : 50XP/100XP/200XP
3 DEFUSES IN 1 LIFE : 300XP
DOUBLE KILL : 50XP
TRIPLE KILL : 75XP
QUAD KILL : 100XP
ACE KILL : 200XP

Tweaked some, the ones I’m missing I don’t really have a comment on, except 5 KILLS 1 LIFE etc which I think should be removed entirely.

Kill assist system is a weird one, the player that gets the killing blow would receive 100 even if somebody else does all the work. Regardless I don’t think an assisting player should receive 100XP even if they did 99.6% of the damage, it’s just too much XP for killing 1 person (100xp for the assist & 100xp for the killing blow)

Revives & medpack need to be balanced so that revives give more XP than revive (no charge) + medpack. Well that’s assuming you want players to charge their revive. Lowered revive to 50XP othewise medic classes will be OP for XP farming and removed the % based stuff from medpacks for the same reason.

Lowered gib, but could be higher. Lowered spotted player kill since he’s spotted for crying out loud, it’s silly that you’d get more XP for that in the first place. Increased ammopack XP since way too little people hand them out, they need more of an incentive. Also ammo-guy doesn’t have revive like the medic does so he can’t get that double XP goodness. Tweaked aura heal since I think you’re values didn’t make sense(0?-100)? I did make it more than a medpack since it requires a friendly to stay in the aura which will be harder in pubs. Ability kills should be the same as a normal kill, I have no idea why you’d award more for it. Lowered all of the stuff you can rack up in 1 life since you’re already amassing huge amounts of XP it seems silly to just throw loads on top (also makes the difference for noobs huge, imagine being a noob with 5k XP at the end of a match looking at a guy with 20-25k XP on the board…)


(Erkin31) #7

I would prefer that teamplay actions give more xp than frags, in order to force the teamplay in FFA.
So a revive should give more than an heatshot kill, and the objective completion should represent, at least, 10 kills.

Players don’t need to be encouraged to kill, they will make frags even if there was no XP. But for the teamplay, the game needs to encourage them.


(DJswirlyAlien) #8

You should be able to get things like revive sprees ie multiple revives within 3 seconds of one another.


(stealth6) #9

[QUOTE=Erkin31;500775]I would prefer that teamplay actions give more xp than frags, in order to force the teamplay in FFA.
So a revive should give more than an heatshot kill, and the objective completion should represent, at least, 10 kills.

Players don’t need to be encouraged to kill, they will make frags even if there was no XP. But for the teamplay, the game needs to encourage them.[/QUOTE]

Priority should be kill then revive so I don’t agree. Would you rather be revived into the crossfire or revived after it’s been cleared?


(Ch4mpixx) #10

In the curent state be revive in a crossfire don’t mean you are doom, You are revive full health (even as a rinho) and got a 3 sec sheild (if you are not fiering) for get back to cover.