Coldrew, on October 31 2012 - 10:09 AM, said:
Coldrew, on October 31 2012 - 10:09 AM, said:
Maybe diversify the reward per gametype to steer people towards different match types depending on their resource needs_ ...now I'm just spitballin'.
The problem with the level grind right now is that it is bound alot to the player's skill level. I believe you get exp based on your own damage output and the task on special modes like siege and missile (it's just my own perception, correct me if I'm wrong). Looking at the looser's team's exp gain and you will notice they got significanty less exp if they were steamrolled on hard. While siege tends to give the winning team like 5k - 10k exp for a 30-50 min match I've seen the loosing team stucking with about 2k at most for the best player. That is the reason while you see people moaning about exp gain and some others saying it's pretty swift already. Another example is in my cbt video below. At the end you can see the guy with kd= 0/7 and 2 assist getting away with 22 exp. THAT'S JUST NUTS.
There needs to be an exp-gain based on time and effort, maybe 70% out of time played + 30% out of ingame combat achievements. Might also add a 5% boost to the winning team to get the competition going aswell. That would also lower the difference between exp gain in different modes a bit.
edit: consider this for the hawken points grind too!!!
I'm not sure if the exp curve is linear but it feels like it is. Might wanna change it to something more exponential to give new players earlier points to spend on upgrades while keeping vets some thing to do.
If things doesn't change some newbs might quit the game really fast. But please devs don't take any bold changes to just please the public (like backward/diagonal dash, melee lolz gundam lightsabers, bleh some other fancy stuff...). I trust you will stay INDIE FOREVER.
edit: don't wanna get arrested by grammar police...
Edited by Arcana13, November 01 2012 - 02:54 AM.