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XP per kill discussion

chubz
chubz
Let's try to uniform our voice into one thread and keep it constructive and keep the bashing to a minimum!

I know a lot of people on the forums have been all up in arms about the kill quest being daily now. I think the quest should NOT have existed in the first place to be honest. Any reason to go kill yourself so you can teleport yourself back to base to turn in your quest is counter productive to your war front.

To be short I feel this would be a good solution in providing incentive and reasons for people to come and pvp.
1 kills worth of xp should be = to an equal level mob or somewhere around that amount
1 kill should provide a small amount of Alliance Points (AP)

The only concern I can think of is experience/AP gain for Zerg participation, which needs to be on the same scale as small scale pvp.
  • Terroni
    Terroni
    XP should be equal to a 2 or 3 dot mob. To offset the chance of AoE people getting more xp you'd have to do say ...20% of the damage to get credit.

    Repeatedly killing the same player should have extremely diminishing returns.
  • Hessen
    Hessen
    ✭✭
    Diminishing returns is extremely important in helping to stop kill trading.
  • Dannyboy
    Dannyboy
    ✭✭✭
    I agree with OP post i don't mind that they toke it out because of the idiots killing themselves just to turn in.

    But I do think they need a HUGE change to the XP gained from killing players. Specially Vet Rnk1 or higher, they should yield at least 3 to 5 times extra XP.

    And its easy as hell to implement, Raid XP is much less then small groups and even smaller then those soloing. Also diminishing returns is a big one. So players don't just feed kills to friends in other factions.

    I can't imagine that this would be hard to implement?? Any coders out there with thoughts on this?

    It is just sad that a game that has so much promise for PvP and Developers that claim they came from DAoC and the golden days of MMO PvP have made such a mess of this. Why do companies continue to force PvP Minded players to PvE. You never see it the other way around. Where players are forced to PvP to advance their characters.

    Just sad man.

    D,
  • Helspyre
    Helspyre
    ✭✭
    chubz wrote: »
    The only concern I can think of is experience/AP gain for Zerg participation, which needs to be on the same scale as small scale pvp.

    This is easy if they would treat it like old MMOs. The XP/AP of any given player kill is split among the participants in the kill. A solo kill is worth 100% xp. 2v1 is worth 50% each, and so on. Zergs still have an advantage in safety and quick kills and small groups are on a more even playing field by getting a bit more for their fewer kills.

    Note I'm not sure if this mechanic already exists, so please inform me if it does.

    Edited by Helspyre on 3 April 2014 19:03
    CITADEL
    A small sized, West Coast, RvR guild.
    Daggerfall Covenant
    www.citadelguild.com
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