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Keeping The Group Together. Less Exp The Farther You Are From The Group.


Mak_Gohae
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Here is an idea to lessen the amount of people running off alone.

You get 100% Xp per kill if you stay withing range of the group and the farther you are away from others the less exp you get.

 

Or to make seem like sticking together is cool let's do the old switcheroo and say you get "xp bonus" for sticking with the group. So if you are close to one person you get a bit but if it's two you get more and you get max if everyone is around.

 

 

 

 

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Um... that's kinda already how it works. Except it's all or none. If you get too far away, you get no exp from other players' kills, and they get none from yours.

 

hello doc! haven't seen you in a while!

 

as to the OP, Doc is right. 6000+ posts and you where not aware it already kinda works that way?

 

 I think you did not quite get what he was trying to say. I think he was not talking of the exp from the teammates, but the exp you gain in general. In which case, no, it currently does not work that way at all.

 

 As for the suggestion. This has been posted a lot of times, and I will say this. While this will promote sticking together, it does not promote teamwork. Sometimes teamwork is actually going in different directions depending on the situation. Now, if that suggestion is applied to any defense objective instead of players, then that's a different story that I would support.

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Um... that's kinda already how it works. Except it's all or none. If you get too far away, you get no exp from other players' kills, and they get none from yours.

 

All or none is a problem because a person can go off on their own and they are not penalized at all. The other people that are left arent either but when the person that rushes kills everything the people left behind are technically penalize since they now have less enemies to kill.

 

With this idea a person going off alone gets xp per kill while the people sticking together get most of the xp per kill so the people that are together end up getting more even with less kills than the person alone taking most of the enemies.

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Thing is, door heroes / rushers often don't care for the XP. The reason they're able to pull off solo play in a group setting is because they have gear that allows them to do so. They're usually there for the resources (in the case of endless / mobile defense), the reward at the end of the mission, or they just want to have the most kills.

If this were implemented, a lot of them would still do what they do because many of them are not driven by XP.

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All or none is a problem because a person can go off on their own and they are not penalized at all. The other people that are left arent either but when the person that rushes kills everything the people left behind are technically penalize since they now have less enemies to kill.

 

With this idea a person going off alone gets xp per kill while the people sticking together get most of the xp per kill so the people that are together end up getting more even with less kills than the person alone taking most of the enemies.

Idk how this changes anything?? If youre not staying with group you get less xp?? Who cares, you cant rush in def or mobdef and they give most xp.

 

All you did is killing captures, interceptions and survivals. Modes where spliting up is working tactic.

Edited by Davoodoo
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I think this is too hard of a fix for this kind of a problem. The rewards for sticking together should be less explicit, more a consequence of good game design. Not a flat xp penalty for being not close to other people.

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All or none is a problem because a person can go off on their own and they are not penalized at all. The other people that are left arent either but when the person that rushes kills everything the people left behind are technically penalize since they now have less enemies to kill.

 

With this idea a person going off alone gets xp per kill while the people sticking together get most of the xp per kill so the people that are together end up getting more even with less kills than the person alone taking most of the enemies.

I think I understand you...  Basically what you're doing is saying that affinity is distributed based on how far away from the average position of the team you are, not whether or not you are in range of the affinity when it dies or not as it is now.  I love that idea.

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