(2009.Jul.22 12:30 PM)zenith Wrote: I am thinking the best solution to the XP complaints is to make only a bonus to players who attack and almost lose. The players who don't equip lose extra XP rather than limit the XP earned for the winner.
Discuss.
It's only the tip of the iceberg Zen. Putting the decision in the hands of players to decide how much XP they are worth to other players by merely equiping or un-equiping a weapon has to be the silliest idea I've seen in an online game and now you are suggesting a half assed XP loss solution for players who don't equip. If players aren't interested in leveling or have just gained a level it really will not hurt them in the least. At the end of the day players attacking them will still only be getting half xp so who really benefits?
One solution is to make them worth the same xp they were worth in the old system. That way un-equiping has no effect on the game but the logical solution is to take it out of the players hands altogether. It's lunacy. Experience points should not be dictated by players in this manner. The real solution is take the decision away from players altogether.
This is why these new changes are flawed. Everything is too easily manipulated by players, randomness and the fact that this current system just isn't going to work in the long run.
The new system is based entirely on having 5% damage done to the attacking player so they are entitled to full experience points.
That's it. full experience points is dictated entirely by the fact of being hit. This is my biggest beef with the system. Why does player level have very little bearing on the experience total? Why aren't battle stats relative to the combatants a factor?. Why should it matter if a player gets hit or not decide whether or not they are entitled to full or half experience?. Surely player levels and battle stats are a better solution?
In my view bonus and reduced experience is not needed. Revamp the system and make experience gained relative to the combatants levels and battle stats. I just want a system that is fair for everyone not a system that benefits certain styles of progression while penalizing other methods of progression.
Players who do not train in the gym gain the most benefit from the current system and in particular dexterity. Having a low dexterity means an increased chance of getting hit so keeping this stat low while having decent armor and a belt means players can gain the maximum benefit while players that have trained a lot of dexterity and skills like combat evasion could see the opposite. This is the biggest flaw of the 5% damage system in my view. There must be a way to balance it out.
The 5% damage threshold just isn't enough to make this new system viable. It's too basic and has the potential to be too easily manipulated by other players. I just hope when the hysteria of bonus experience wears off the community will stop and take a look at the bigger picture.