December 01, 2022, 03:55:24 PM

Author Topic: Update 02 Info!  (Read 2124 times)

Offline Merjin

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Update 02 Info!
« on: January 09, 2013, 04:58:03 PM »
-General performance increases, particularly for lower end GPUs

Experience (XP) system enhancements:
-Dynamic XP system for player kills, players who have more kills on their current life are worth more XP. Freshly spawned players will be -worth a fraction of the current kill reward.
-Partial damage XP for dealing damage to vehicles that you don't end up killing
-Population XP / Resource bonus moved over to continent population instead of global
-Better display of XP sources for things like defensive bonuses & population bonuses
-Rebalancing of XP rewards to help support tasks

-Server transfer token available in Depot
-UI changes to emphasize score per minute as a primary metric of player comparison
-Sortable columns on outfit management & addition of "last online" column
-New weapon type for all empires: SMG
-Short period of invulnerability will be added to freshly spawned / revived players - breaks upon game actions such as entering a vehicle or using a weapon.
-Dynamic / player configurable colors for minimap & overhead indicators for enemies, friendlies, and squads within a platoon
-New Hot Spot system that displays where active fights are occurring on the map
-New spawn buildings with more exits, protected balconies and easy roof access to make them less campable.
-Tunnel systems for amp and tech facilities to give access from spawn rooms to interior of bases and base walls without having to go above ground.
-Making MAXes render more reliably at long distances for players in vehicles
-AA improvements, notably flak changes for turrets and skyguards, giving them some better ability to aim, although not drastically impacting their DPS.
-Fixes to missiles so that they more reliably detonate and actually blow stuff up-
-Air vehicle weapon tweaks
-Increases to reload speed for certain HE ground vehicle weapons
-And of course... lots of bug fixes

for the official post:
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Offline Datastream

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Re: Update 02 Info!
« Reply #1 on: January 10, 2013, 10:47:17 AM »
I don't like the dynamic xp system for player kills. That means I'll be high value...

Offline NedStar

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Re: Update 02 Info!
« Reply #2 on: February 14, 2013, 03:47:46 PM »
Dynamic XP seems too newbie friendly. It gives good players less XP for killing the usual player where as it  rewards shitty players with more XP when they do finally get a kill on a good player.
Nice way to "balance" different player skills but you're not supposed to, there's a difference for a reason.
That being said I do suppose shitty players end up killing shitty players so they also get shafted on XP.

Overall the unlock grind was already way too slow for my taste, slowing that down by making XP less isn't going to help.

I'd much rather see them introduce a player kill streak system, where you get more XP for killing a few in a row.
Players that are on a kill streak can give more XP if you kill them, make their name glow RED or something to put more emphasis on the fact it's a dangerous player who gives you more xp if you kill.

This way everybody wins, good players get even MORE xp for being good while still rewarding bad players with a reward for dealing with a good player. This way you don't screw up the already boring base battles where you mostly kill freshly spawned meat that now gives you even less XP then before.

An alternative way to balance good players XP flow is by rewarding them with more health after a killstreak. Nothing insane and not above base health until a high lvl kill streak has been met. For example killing 3 players in a row would give you +25hp, killing 6 gives you +50, killing 9 could give you basehealth +25hp.
While still retaining the HIGH xp value when you kill a streaky player. This way good players need to keep killing to get more xp out of it and the XP comes at a more gradual flow and if a good player is not being damaged he gets no benefit out of it until he reaches high streak value.

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