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Old 2013-01-05, 06:43 PM   [Ignore Me] #91
Electrofreak
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Re: PS2 needs dynamic XP gain.


Originally Posted by raw View Post
regardless of CCP sucking up to the carebears, you still need a lot of knowledge for even minor success if you don't belong to the carebear highsec whores. the fundamentals of what made eve great are still there, CCP just needs to penalize staying in high-sec more, like moving the most valuable trade into low/0.0 and stuff like that. i think going to low/0.0 should be sort of a "natural progression", say if you're some buddying industrialist, you should be able to make cash in highsec but the big buck should be rolling in 0.0 and the game should make that abundantly clear to you: "if you wanna be spaceship rich you need to take risks, move to low/null!"

the ideal solution would be of course aborting highsec entirely but that's not gonna happen. (even darkfall is adding safe zones now )
I've been playing EVE since early 2004 (over 136 million skill points) and I've bounced between life at the edge of lowsec, several null sec alliances, industry in high sec, and I think the fact is that the game, as a sandbox, shouldn't directly provide any risk vs reward or penalties for high or low sec... ccp needs to stay out of that and let the playerbase dictate how it works. Let carebears carebear in high sec, let nullsec alliances battle over the technetium and such in null.

I've always been bothered by how so much of the playerbase is so obsessed with attacking the people who don't want to be attacked. Personally I think that kind of high sec industrial-corp war deccing is lame (players who want to shoot at people who can't defend themselves are cowards in my opinion) and drives people away from the game.

I'm not saying its an element that needs to be removed from the game, but I don't have a very high opinion of the people who are whining about how ccp has nerfed high sec ganking. Boo hoo, go shoot something that shoots back. Join an alliance and go on roams into other alliance territories. Hell, join Red vs. Blue if you need your high sec PVP fix.

Anyhow, this is a thread about PlanetSide 2, not EVE Online. Lets put the train back on the tracks.

BuzzCutPsycho recently posted support for the dynamic XP system in a thread which has recently garnered a lot of attention.

Originally Posted by BuzzCutPsycho
The solution to this problem comes straight from Planetside 1; in Planetside 1, your XP gain for a capture was based upon how much fighting was on that base. If it was a heavily contested base, the reward scaled appropriately to reflect that. If the base was empty, the reward for the capture was insignificant. Basically, you were rewarded for taking risks. High risks held the promise of high rewards and encouraged players to always move towards the areas with the heaviest fighting.
I'm not a fan of BuzzCut personally (I've seen his application rejections, and I don't think it's funny) but I'm glad to see the topic of this thread get so visibility. In fact, it looks like the PS2 team has something in the works:


So, for the record folks, if dynamic XP makes it into PS2, you saw it here first.
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Last edited by Electrofreak; 2013-01-05 at 06:45 PM.
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Old 2013-01-06, 11:27 PM   [Ignore Me] #92
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Re: PS2 needs dynamic XP gain.


If the xp system is directed to ease of play for young children, then I completely understand. Lets be clear here though, a game like this isn't for children, nor making it a simple system does much in the way of keeping an intelligent playerbase. Also it really demeans the ability of how smart, clever or intelligent many players really are. The more dynamic a system, even one that has layers to the formula is a system that will retain players better, as well entice more players to join.

I for one, do appreciate the concept of ensuring the xp gains are equal as roughly possible, also I appreciate the concerns for xp exploitation.

One of my growing concerns is that if our current XP/cert reward system isn't branched out in a few ways. This game will turn more lackluster an stagnant as it doesn't engage the brain enough with flexibility of dynamic options, directions an content to reflect those.

This idea is a bit of an amalgamation of XoO's (Xen of Onslaught) thoughts an concerns. I cannot take fully credit for the work, an many of them agree, lack of the metagame aside. There needs to be a more dynamic system of reward an toolsets for players that aren't simply looking to run n gun die respawn rinse repeat. A full blown reason for the players willing to take up the mantle of command an do the logistical work for their factions.


NEW CERTIFICATION POOLS/TREE

Vehicle Specialist ??? (not entirely sure how to design this one.. but Empire Specific vehicles really need to be in their own classification, this will prevent ease of access an more logical use, less spam all around I would think)


COMMAND Experience + CERTIFCATION

What is Command Experience (CEP)
Command Experience or CEP is a second set xp reward system for players who take up positions of squad/platoon lead, doing their best to keep other players organized, run operations, do the logistic work to keep their squads or platoons on target, in the fight an keep them moving. They are the players spending more of their time staring at the map, versus down the sights of their weapons.
Command Experience (CEP) was a reward system that did very well in PS1 it clearly defined the differences between the grunts an the players who were willing to take the selfless mantle of command and could be recognized for it. The Global faction com channel was only available to the highest ranking CR4 and CR5s (Command Ranks of which there were 1 to 5).

Why have Command Experience?
Having leadership skills/options purchased through XP gained certs is simply a poor reward system. There's little to no incentive for actual leaders to step up. Yes there are plenty of vets or players that enjoy doing this, there is no reward/minimal tools for them in doing this. Adding CEP will minimize early abuse of command systems that are currently open to ANYONE (anytroll).

Currently the system has no defined reward system for those that want to command nor an incentive for new players to step up an take role as a leader. The common pool cert gain is allowing an promoting irresponsible players access to features they have no intention of using with proper strategic purpose or insight, for the most part access to GLOBAL faction is showing more TROLL/Ethug commentary use rather than strategic (maybe not the case on Waterson, but I've noticed it on a few other servers).
(CEP gain) Command Experience, how could it work?

Squad/Platoon leaders forgo regular BEP (Battle Experience) for CEP (Command Experience) gaining CEP from successful defense, capturing of territory, as well capturing/disarming/detonating objectives inside the facilities before it flips. They will only gain BEP or XP from personal combat kills only.

Squad leaders gain CEP from...
+15 CEP per squad member at capture point when neutralized/secured
+15 CEP per squad member at designated attack/defense marker on CP/Gen/SCU when secured/destroyed
+15-25% of final capture value as CEP
+10-20 cep for every generator/SCU secured or destroyed by their squad.
Platoon Commanders gain CEP from...
+10 CEP for every platoon member at a capture point when neutralized/secured
+10 CEP for every platoon member at a designated CP/Gen/SCU when secured/destroyed.
+15-20% of final capture value as CEP
+5-10 cep for every objective taken by a squad/or platoon member?
In addition since Squad leaders an Platoon commanders forgo xp gains for capturing territory/objectives, they should gain a deployed BEP gain, for all elements inside of their objective target designations. The only BEP gains a leader can make is from actual combat themselves.
+5 BEP or XP per kill made by squad members, similar to transport drivers getting deployable kills?
Gaining CEP xp for CommandCerts occurs from successfully taking objectives (either territory or objectives like CP/Gen/SCU's). A squad leader/platoon commander who uses objective marker to designate attack priorities an members of their group are present once it is taken.. he will gain a % of that cap as command certs. These command certs are spent only on command skills/options.

Squad Leadership
The options would remain as it currently is. The leadership certs are no longer accessible or unlockable with regular cert gain or battle experience. The only real change should be the Global chat function unlock, either removed entirely from Squad leadership... or placed into an unlock system that would be a final unlock for a high cert cost. I really think global command channel should be an option that platoon commanders can unlock rather than a squad leader.
Squad Reinforcement Markers - could be expanded to include
options for additional support packages, artillery strikes, munition bursts, defensive measures.
Platoon Command
Platoon beacon - Gives a platoon commander a spawn beacon that will allow all platoon members to hot drop to. more Certification to reduce timer re-use.
Platoon Command Comms
Platoon objective markers (Alpha/Bravo/Charlie/Delta markers)
Platoon Priority Markers (Attack/Defense)
Platoon Colored Smoke (4 types, squad coloration)
Platoon Strobe Marker (for better aerial designation)
Platoon Reinforcement Markers
Outfit Calldowns (frequency of use, types = defensive/attack/support)

Outfit Logistics (outfit pool)
Outfit creation should have an initial startup roster cap, 200? members on startup, that is enough for 4 platoons if you have a fully active roster. NOW that said outfit certification system would have a way to increase the outfit size. This idea is to prevent the new outfit, mass zerg recruiting that has happened in PS2 (an plenty of complaints)


How does one gain Outfit Certifications?
Utilizing a % taxation model for acquiring certifications+resources for the outfit itself. This could be a new rank feature, an option available to be set by the leader for w/e ranks they want, as well this can be set to tax either all members or a completely voluntary system. Depending on how the outfit leader/officers wish to operate. Outfit logistic certs could be useful for unlocking/expanding the outfits strength/size, as well allowance of command features for use during operations. A New outfit starts off with 200? (+/- 50?) members, with the logistic cert system paying to expand with either additional +platoon strength, or simply +50/100 members for each unlock.

This is not a hard counter to preventing zergfits from forming entirely, it will slow down the expansion of such outfits, as well allow outfits to maintain a MORE ACTIVE roster, rather than a massive roster that has 1/3 actives. Nor will it prevent larger groups from splintering into smaller outfits under a TS command structure under the same leadership as the previous large outfit. The Outfit Logistics (outfit pool) options reward outfits with more ability to affect the gameflow, have an impact on the global scale with more strategic success, as well rewards outfits with a highly active playerbase. Outfits looking to stockpile/unlock features will be more dedicated to large rosters of active players an less likely to zergfill a roster with mostly 2/3 inactive lists. Many of the outfit pool features will have a considerable cost, but a cost that isn't ridiculous to achieve, a balance in cost will prevent the desire to massrecruit (but not eliminate).

Reasoning...

Contribution of members to the outfit cert pool via tax%, is to unlock outfits ability to purchase deployable features. Call down support items, from air strikes, bombardments, supplies, fortifications, mine fields (anti-personnel, vehicle or even air) or any other fancy outfit only ideas.

All these options can be stockpiled, just like consumables an require resources to purchase once unlocked. These options will then be available to Platoon an Squad leaders that purchase the unlocks in their own certification trees.
How could Outfit Logistics work?
Outfit Logistics - increases roster size by 50 (?) for each unlock.

Platoon objective markers (These markers will increase CEP gain on set objectives by a % modifier)

Call Downs - Cost both certs to unlock, resources to stockpile. Deployed calldowns would have a non-renewable timer until despawn, as well a CD timer for use. Both Timers could be certed for shorter CD an longer deployement.

Defensive Call Downs
Call Downs (D)- Heavy Gun Emplacement (AI/AV/AA) (consumable)
Call Downs (D)- Barrier Defense (bubble shield to prevent bombs/rockets/shells or minimize AOE damage) (consumable)
Call Downs (D)- Deployable Minefields (Infantry/Vehicle/Air) (consumable)
Call Downs (D)- Deployable Tank Barricades (consumable)

Attack Call Downs
Call Downs (A) - Orbital Strike (timer CD)
Call Downs (A) - Artillery Barrage (AV) (timer CD)
Call Downs (A) - Munitions Air burst (AI) (timer CD)

Support Call Downs
Call Downs (S) - Supply Crate (acts as AOE vehicle/infantry resupply + equipment terminal for both) (consumable)
Call Downs (S) - Health Field (doubles health/increases regen rate) (consumable)
Call Downs (S) - EMP Blast
Call Downs (S) - Radar Field (100m/200m/300m) (consumable)

Thoughts ideas alterations/additions?

Last edited by Archonzero; 2013-01-06 at 11:33 PM.
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Old 2013-01-11, 03:41 PM   [Ignore Me] #93
Electrofreak
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Re: PS2 needs dynamic XP gain.


Well, I'm going to chalk up the upcoming patch as a victory for this thread.

Originally Posted by Higby, post: 985680, member: 36
Experience (XP) system enhancements:
  • Dynamic XP system for player kills, players who have more kills XP earned 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
http://forums.station.sony.com/ps2/i...02-info.77203/

Still no dynamic base capture XP, but still, you can tell that the dev team pulled a lot from the constructive posts in this thread or others.

This is a great start!
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Last edited by Electrofreak; 2013-01-11 at 04:07 PM.
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Old 2013-01-11, 03:53 PM   [Ignore Me] #94
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Re: PS2 needs dynamic XP gain.


/clapclapclapclap
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Old 2013-01-11, 03:59 PM   [Ignore Me] #95
ShadetheDruid
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Re: PS2 needs dynamic XP gain.


Woo!

Probably important to point out the clarification by Higby as well.

Originally Posted by Phantomdestiny
tweet by higby
Clarification on dynamic XP: it won't just be kills that increase a players XP bounty, that was a poorly worded example...

2nd tweet by higby
Any XP earned will add to your XP bounty, not just getting kills.
The dynamic XP is probably the part of the patch i'm most excited about. I should probably be more excited about the spawn changes, but I love the curiousity aspect of seeing variable XP pop up and seeing how much people are worth (as opposed to a flat number).
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Old 2013-01-11, 04:23 PM   [Ignore Me] #96
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Re: PS2 needs dynamic XP gain.


Really looking forward to dynamic xp, however it gets implemented. It should add more depth to the game, and help motivate behaviors leading to good fights and fun. Lot of good points in this thread, I hope the devs have read it and considered some of our thoughts on it.
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Old 2013-01-11, 07:33 PM   [Ignore Me] #97
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Re: PS2 needs dynamic XP gain.


Originally Posted by raw View Post
(even darkfall is adding safe zones now )
The game runs like crap for me right now, so I haven't done much and haven't been in the forums at all, but I was hoping this was just a Beta thing.

So far from what i've seen the only changes from DF to DFUW have been in the wrong direction, except graphics.
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