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Old 05-20-2003, 04:34 PM   #1
Ambush_Bug
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XP chop?

http://boards.station.sony.com/ubb/p...ML/000070.html

Have any of you guys been able to verify this?
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Old 05-20-2003, 04:59 PM   #2
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I get a "message not found" error when I click on that link
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Old 05-20-2003, 05:13 PM   #3
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That's 'cause that post has been removed. And it's a NEWS post, btw, detailing the 90-percent cut in experience awarded for kills.

Now I wish I'd taken a screenshot. Feel free to check the 'general chat' at those boards, though... you'll find plenty of complaints.

*edit*

Here's the text; someone was nice enough to post it elsewhere.

Quote:
Lastly, folks that were in Beta have noticed that experience awards are lower than those to which they were accustomed. This is true, but the experience curves in beta were intentionally overinflated to allow faster progression of rank. This allowed our design team to examine data about the usage of weapons and armor at the various Battle Ranks. Those XP gains are now returned to the gains originally intended. For the record, the experience gains while in a squad are shared evenly among squad members, but with a 20% bonus added onto them. Therefore, if you destroy a target worth 100 raw XP, and you're in a squad of 10 people, your individual gain would be:
(100/10) * 1.2 = 11.2 XP (rounded up to 12).

This may seem like a reduction in experience potential, but when in a squad of 10 you rack up kills at a greater rate and with relative ease compared to doing so as an individual, so it's possible to gain a great deal of experience that way. (Plus, squads allow easier communication and allow the sharing of base capture experience, as well as allowing Command functionality, so they're very worthwhile groups.)
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Old 05-20-2003, 05:31 PM   #4
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This type of slowdown is totally unwarrented for this game. This is not a RPG where content is the only thing going for the game. Having the majority of players being max level in under a month in an RPG is bad for the game as they have access to all content and go thru it too fast. This game revolves around FPS style combat and max level has nothing to do with experiencing any content in the game. This is not the kind of thing I wanted to hear about the day the game is released.
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Old 05-20-2003, 08:13 PM   #5
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Wow, that is a 180 from what they said at the end of beta.

Having played tonight it's still not that bad, we are just back to taking bases being the only way to make any real experience, just like it was at the start of exclusive beta. All they did was make it so there is no reason to defend again....back to musical bases and if the enemy hacks yours, let it go through so you can cap it back, you make more xp that way.

I thought they learned their lesson 2 months ago, but apparently not.
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Old 05-20-2003, 08:44 PM   #6
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Actually from playing tonite I've found that you gain a very large amount of XP for stopping a hack compared to the amount of effort it requires....
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Old 05-21-2003, 12:09 AM   #7
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Agreed, I was gaining 1000+ from resecuring.
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Old 05-21-2003, 12:32 AM   #8
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Haven't they said that resxecuring a base is worht more "raw XP" than hacking it? I think I remember someone saying that once...
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Old 05-21-2003, 06:31 AM   #9
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Ahhh...cool, but it still encourages letting the enemy in rather then defending the base, since xp for kills is so low.

Don't get me wrong, I like the low XP, I thought people advanced way to fast, but they did mislead us about xp at the end of beta, and that is a little disheartening. Not enough to stop me from playing, but dissapointing none the less.
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Old 05-21-2003, 06:37 AM   #10
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well its nottin like the 3500 we would get in beta but on average i was getting 1500 with the most being 2400 xp. it doesnt take too long to level at this rate. though xp for killijng people is still too low in my opinion
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Old 05-21-2003, 07:20 AM   #11
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I recall getting over 3000 for one cap, and most in the 1500-2000 range. There were some nice bonuses for taking bases back too. I think what they need to do is triple the exp/kill when you are in a friendly SOI...that would give people some incentive to defend.

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Old 05-21-2003, 07:37 AM   #12
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why did they nerf squads, you're supposed to get rewarded for teaming up not punished

squad kills 10 people = 100xp

loner kills one person = 100xp

this so sucks
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Old 05-21-2003, 07:40 AM   #13
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actually when you are in a squad you get a %20 bonous for xp. *shrugs* we seemed to have leveled up pretty quickly last night
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Old 05-21-2003, 07:53 AM   #14
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that +20% is for the two support guys everyone has in the squad so they dont get kicked out for not getting kills

outside of huge zergs you get little-no xp, was playing this morning for 2-3 hours, low server population, i made half of 1 block of xp

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Old 05-21-2003, 08:06 AM   #15
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It might be interesting to split our squads up a bit to see if it helps. Theoretically, it shouldn't. Each squad would miss out on the experience gained by the other squad. I would really like to see a little more incentive for defense, beyond the reward for resecuring a base, like doubling or tripling the experience per kill while in a friendly SOI. Overall, their system rewards success in large battles. While I think they have some problems with the current system, what they seem to be going for is to reward risk. In order to do this, they need to increase the defensive incentive without making it the primary incentive.

After our play last night, I think we need to rethink our mobility. Traveling as a group certainly works better, whether there is one squad or more. I'm not sure multiple squads should always work together, because IMO, comm gets really confusing. Also, I would suggest that we create permanent squad assignments. If I play in Alpha, then I always play in Alpha. I'm also thinking of dropping my tank cert. Until we get a regular schedule and gunning setup, along with a committed vehicle squad, it's not much fun, because I end up pimping gunners and waiting to meet up with them. Perhaps I'll make a thread on this in the private forums, which I might add, this thread should probably be moved to.

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