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  • Rebuilding Experience System

    11. 06. 2009 11:04

darkmetal
Formerly a suggestion I made almost a year ago, just found it earlier and decided to
remodel/fix it a bit. Before you type a respond/flame, please, for your own sake, read all
my posts in this topic and every idea before you make a fool out of yourself.

Currently, high level players suffer massive experience and weight penalty for driving a
lower level ship, so they simply don't go into one unless training new crews. Low level
players, more often than not, are inexperienced and are incapable of performing their job.
Result? BBs and CVs doing majority of the work, while anything smaller just goofs around.
Even then, some of those BBs/CVs might just be leeching experience; rushing and dying on
purpose. So what is my proposal?

Scrapping the old experience system and making a new one, and allowing higher level
players to use lower level ships with less penalty:

New experience equation - [Personal Performance] X [Team Performance] X
[Sailor level] = [Experience]

Summary of the basics will be below, benefits in my second post, and a more detailed
explanation will be in my third post (so this won't be a super long post that annoys
repliers). See fifth post for example of experience from game play.


Basic Summaries

1. New Experience System

In the new system, you will gain experience according to your personal actions measured in
"attack worth" (pretty much everything from AAing, HH/DC/torping/shooting ships/subs,
bombing/fighter covering contributes to it), your team action (attack/tactic and win/lose)
and the level of your sailor. Your ship level does not matter anymore.

[Personal action] times [Team action] times [Sailor Level] = Experience

(Please note this is the base experience towards a normal sailor (support sailor, for
example), bonus experience (such as 40% bonus for BO or the 120% in GB, for example) will
be applied afterward.)

2. Attack Worth System

If you attack a ship same or lower class than your own, your "attack worth" is the same as
your attack. However, if you attack a ship higher class than your own, your resulting
attack is multiplied by a number (1.5 for example), which is then counted toward as
"attack worth".

3. Heavier TK Penalty

If you deal damage to any ally, that attack will receive a x3 (could be increased or
decreased) multiplier, then subtracted towards your "attack worth", greatly decreasing the
experience you might get.

4. Weight Reduction System

All ships, except BBs and CVs, will only take a fraction of your sailor's weight
(more/less according to the ship class, of course), allowing higher level players to hop
back in smaller ships and play it as primary.
  Index

  • Re : Rebuilding Experience System

    02. 14. 2010 17:39

jj2yo
will recc tommorow(bump)

  • Re : Rebuilding Experience System

    02. 13. 2010 15:44

meatwad1666
my good sir you got my rec

  • Re : Rebuilding Experience System

    02. 12. 2010 04:16

Larcer
needs revision by nf peoples to get a good equation for certain levels and ships and other
variables, but over all a great idea, if this was implemented then there would be a little
bit less of the bb's playing so games would not be at such a stand still for 5 min waiting
for 2 people to start the game

  • Re : Rebuilding Experience System

    02. 12. 2010 00:40

Navyseacadet
Bumpalicious

  • Re : Rebuilding Experience System

    02. 08. 2010 12:16

jon_e_mac1
@Darkmetal.

Thank you. I missed that part. Must have been when the evil workplace tried to usurp
my NF reading. With that explanation, I can go along with your recommendations. I
think the attack should be lower for those under 20, but the xp should be smaller as
well, perhaps 100atk up to 2000atk to be 2000atk and everything else above that
being a 1 for 1.
Other than that, I think it makes absolute sense.

  • Re : Rebuilding Experience System

    02. 08. 2010 10:52

darkmetal
@jon_e_mac1
Did you actually read the long explanation version? I'm well aware of newbies being unable
to do extremely well, so I've included the "if you dealt 2k attack worth but under 10k
attack worth, you will get experience equal to 10k attack worth for your minimum effort"
clause to help out newbies. If they don't, or refuse to learn to deal that minimum amount,
then they deserve to stay at low level.

HH is the easy way, most DD1 have more than enough fire power to do 2k attack worth a game
with their default guns without much trouble. Hell, a lv 12 DD with DCs as secondary
weapon can damage a SS1 and get 15k+ attack (which can easily be worth 45k attack
worth/2.7k experience). Leveling is not hard if you know the methods, and newbies could
and should ask and learn if they don't know how.

This system penalize leechers and newbies that refuses to learn, NOT newbies that are
learning.

And what range? No one ask or expect you to drive directly toward a BB5 in a DD1. If you
want to shoot something, you stay with your team's DD squads and not fictory by yourself.
If the DD squads decides to rush, that is your chance is move in and rack up some attack.
Like I said in my last post, this is a TACTICAL game, not a FICTORY LEECHING game.

  • Re : Rebuilding Experience System

    02. 08. 2010 09:44

jon_e_mac1
"@jon_e_mac1
All three, in some sense. Newbies that don't do anything ARE considered leechers.

There's nothing wrong with discouraging new players from playing GB. New players
should be
playing newbie mission and Blitz - the first 12 levels at least, until he get a nation
and
learn the game basics. That's what newbie mission and Blitz is for. Even with a
neutral
FF/DD, they'll get through the first 12 levels within an hour or two in blitz. There is
nothing hard or unfair about that.

After that, he is free to join GB with his first nation DD. With HH, it's not hard to hit
2k in one salvo against even the biggest baddest ships. That alone will give the new
player more than enough experience. Again, there is nothing hard or unfair about
that.
Hell, there is always the option to buy premium, and they'll breeze through the first
50
level within two days."

Again, you are assuming they know about HH's and how to use them properly. With
a two minute reload, there is no way they can accomplish that, let alone get into
range to hit one of the "Biggest Baddest Ships", and are you really complaining
about a level nothing person leaching 400-800 xp because they got one shot? There
are way more problems to this game than that. I'm all for many of your suggestions
except those that penalize the new people because they can't get into range and
shoot someone. You want more new people, not less, and by penalizing them, what
would be the incentive for them to come back and play? Maybe you find a way to give
up to level 30'ish a minimum value of XP for time played. Heck, even running around
in an FF keeping people shooting at you instead of at the rest of your team can be
considered valuable to the team if it means the team can then focus on the enemy
that is not shooting at them.

All I'm asking for is for people to take off their "God glasses of uber pwnage" and
think about when they started and what they went through. There are still new
people coming into the game and anything that makes it less enjoyable for them, but
more enjoyable for the higher levels probably isn't good for the game in general.

As to getting to level 50 in two days as a new player, not seeing it. There are too
many things that change and too many problems that the new player isn't aware of
when they start. If that means locking them into Blitz, I don't see any issues with
that, but then maybe give the same bonuses that you get in GB.

  • Re : Rebuilding Experience System

    02. 08. 2010 09:11

darkmetal
@Wazzaby
Have you read my post, at all? I'm not asking for more experience, I'm trying to rebuild
it so it get rid of leechers and allow higher players play smaller ships.

Last I check, this is a TACTICAL Simulation game, not "I don't care about small FF! He
dies if he crosses me". You MUST be sure of your shots. This TK system is actually better
than the one we have. Let's say you have 150k attack, and you shot a FF of 5k DP and sank
it. You only lose 15k of attack, and you still get experience equal to 135k. Currently, if
you TK a ship, you get over half your experience removed.

  • Re : Rebuilding Experience System

    02. 08. 2010 08:57

Wazzaby
Totally NOT recc
why?? easy

if you complain for exp try to play on the europe server o worst on the Chinese or
Korean server those guys get half or even less exp that we do on the northamerican server

also here theres is a lot of noobs with high lvl ships that barely know hoy to use
right and play in a team


ant the idea of a heavier tk penalty..
remenber when a FF newie cross into a BB that is watching the enemy




ps sorry for my english

  • Re : Rebuilding Experience System

    02. 08. 2010 08:38

darkmetal
@jon_e_mac1
All three, in some sense. Newbies that don't do anything ARE considered leechers.

There's nothing wrong with discouraging new players from playing GB. New players should be
playing newbie mission and Blitz - the first 12 levels at least, until he get a nation and
learn the game basics. That's what newbie mission and Blitz is for. Even with a neutral
FF/DD, they'll get through the first 12 levels within an hour or two in blitz. There is
nothing hard or unfair about that.

After that, he is free to join GB with his first nation DD. With HH, it's not hard to hit
2k in one salvo against even the biggest baddest ships. That alone will give the new
player more than enough experience. Again, there is nothing hard or unfair about that.
Hell, there is always the option to buy premium, and they'll breeze through the first 50
level within two days.
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