It is currently Thu Jul 29, 2010 2:33 pm






Post new topic Reply to topic  [ 18 posts ]  Go to page 1, 2  Next
 Group XP System 

Which "Group XP System" would you prefer?
Pre-CU 29%  29%  [ 11 ]
CU 18%  18%  [ 7 ]
Possible "NEW" Combination 53%  53%  [ 20 ]
Total votes : 38

 Group XP System 
Author Message
Sergeant
User avatar

Joined: Sun May 27, 2007 11:29 pm
Posts: 417
Post Group XP System
Pre-CU: XP was split between group members depending on how much damage they did to the target. Payment was split between each group member present at the mission.

Example: Player 1 does 10% of the damage, Player 2 does 20% of the damage, Player 3 does 70% of the damage. If the target yeilds a total of 1000 xp, Player 1 receives 100 xp, Player 2 receives 200 xp, Player 3 receives 700 xp. If the payout of the mission is 10000 credits, each player receives 3333 credits.

Pros: Keeps payouts lower, slowing the amount of inflation in the game.

Cons: Discourages grouping and community relations. Spawned "Solo-grouping" (Oxymoron?), small exploit to maximize XP and credit payout.


CU: Each group member received the same XP, reguardless of how much damage they did to the target, plus a 1% bonus in XP for every player in the group. Each group member present at the mission received the same amount of credits.

Example: Player 1 does 10% of the damage, Player 2 does 20% of the damage, Player 3 does 70% of the damage. If the target yeilds a total of 1000 xp, each player receives 1030 xp. If the payout of the mission is 10000 credits, each player receives 10000 credits.

Pros: Encourages grouping and community relations. You would take anyone with a pulse into your group to get that +1% XP bonus.

Cons: High payouts to all group members, speeding up the amount of inflation in the game.


Possible "NEW" Combination: Each group member receives the same XP, reguardless of how much damage they do to the target, plus a 1% bonus in XP for every player in the group. Payment is split between each group member present at the mission.

Example: Player 1 does 10% of the damage, Player 2 does 20% of the damage, Player 3 does 70% of the damage. If the target yeilds a total of 1000 xp, each player receives 1030 xp. If the payout of the mission is 10000 credits, each player receives 3333 credits.

Pros: Encourages grouping and community relations. You will take anyone with a pulse into your group to get that +1% XP bonus.
Keeps payouts lower, slowing the amount of inflation in the game.

Cons: None that I can think of?

_________________
Image
Sentinels of Darkness Home Page


Sat Feb 28, 2009 8:29 pm
Profile
Sergeant
User avatar

Joined: Wed Jul 30, 2008 7:36 pm
Posts: 391
Post Re: Group XP System
Howabout xp be awarded based on percent damage and then an additional 1 percent for number of group members? And of course an even credit split.

I'd prefer we just stick with Pre-Cu style though.

_________________
Semi-Official High Priest of the Imperial Order of the Black Hand


Sat Feb 28, 2009 9:43 pm
Profile
Corporal

Joined: Wed Feb 04, 2009 12:20 pm
Posts: 53
Post Re: Group XP System
the new combination sounds interesting... I like it


Sat Feb 28, 2009 10:38 pm
Profile
Private

Joined: Tue Jan 27, 2009 9:43 pm
Posts: 10
Post Re: Group XP System
as OOM9 says "Roger roger", new combo for xp sounds like a nice compromise, inflation was the only bad thing with pre-cu imo, you'd have lone individuals with huge bank accounts, so merchants had to raise their prices because these were the people that bought things and eventually it got so bad a good full suit of composite armor on my server went for about 10 mil credits. Keep credits low, and prices stay low for just about everything. It was also a dream to have a guild be self-sufficient so that credits would be negligible within the community...my old guild came close.


Wed Mar 11, 2009 7:15 pm
Profile
Private

Joined: Thu Mar 19, 2009 3:10 pm
Posts: 17
Post Re: Group XP System
New system.

with the advance of xp, leveling is faster, which advances the rate to jedi. Splitting the cash reduces the build of inflation within the galaxy. the +1% increase encourages grouping and builds relations within the game, leading to a better playing experience and community overall. The concept of the new xp system sounds wonderful.


Thu Mar 19, 2009 3:49 pm
Profile
Warrant Officer
User avatar

Joined: Tue Apr 10, 2007 3:00 pm
Posts: 555
Post Re: Group XP System
new system.

let's face it: pre-cu leveling doc and healing CM was a freakin' ****. I, personally, don't want to even THINK about tumble-grinding again.


Sun Mar 22, 2009 2:53 am
Profile
Private

Joined: Tue Apr 21, 2009 1:20 am
Posts: 27
Post Re: Group XP System
Would love to see some sort of combination that encouraged people to work together. This will be a much smaller community. Perhaps smaller than a lot of people realize. Especially anyone that hasn't played an EMU before. My biggest fear about all of the EMU servers is that so many different people will try and create their own server and there will not be much of a population other than the 1 or 2 lucky groups that have lots of people they know before they even start the game to get people together and kill stuff like Krayts, Geo Caves, Nightsisters etc. This concerns me a lot as I am not bringing anyone in RL I know into the game and will be on my own until I find a good guild to join.


Thu Apr 23, 2009 7:26 am
Profile
Sergeant
User avatar

Joined: Sun May 27, 2007 11:29 pm
Posts: 417
Post Re: Group XP System
Sorbek wrote:
Would love to see some sort of combination that encouraged people to work together. This will be a much smaller community. Perhaps smaller than a lot of people realize. Especially anyone that hasn't played an EMU before. My biggest fear about all of the EMU servers is that so many different people will try and create their own server and there will not be much of a population other than the 1 or 2 lucky groups that have lots of people they know before they even start the game to get people together and kill stuff like Krayts, Geo Caves, Nightsisters etc. This concerns me a lot as I am not bringing anyone in RL I know into the game and will be on my own until I find a good guild to join.


I certainly see where you are coming from. I see alot of small "minority" servers wanting to spring up. Allowing jedi from the start, 10x XP, Double Skill Points, etc. These will be very small and ran off some dudes computer in their basement. I only see 3-4 "Major" servers that will last and draw the large populations. Galaxies Reborn will certainly be 1 of them. The community here is very mature and although we may not agree on everything to "improve" the game, nothing will be changed unless the community overwhelmingly supports it.

_________________
Image
Sentinels of Darkness Home Page


Thu Apr 23, 2009 7:45 am
Profile
Master Corporal
User avatar

Joined: Tue Sep 09, 2008 10:12 pm
Posts: 121
Location: Oaxaca, Mexico
Post Re: Group XP System
I'm embarrassed to say that I voted for the CU option. I was never very fond of the solo grouping thing.

_________________
"We probably improved the chicken's quality of life. It got to be in a movie, got to have sex and then we ate it ... I don't have a problem if they test cosmetics on animals. Eyeliner has been important in my life. If 10 chickens have to die to make one drag queen happier, so be it!"

- John Waters


Thu Apr 23, 2009 2:41 pm
Profile
Private
User avatar

Joined: Mon Apr 06, 2009 3:02 pm
Posts: 24
Location: Puerto Rico
Post Re: Group XP System
I think i like the new combined xp sistem but if it comes down to pre-cu or the other one i will definetly prefer pre-cu


Thu Apr 23, 2009 3:37 pm
Profile
Chief Warrant Officer
User avatar

Joined: Sat Aug 19, 2006 9:49 pm
Posts: 2035
Post Re: Group XP System
Personally I would like XP to be slow so that I can savor the game.

_________________
Image
Vintage Star Wars, GI Joe, Transformers toys and collectibles.
http://www.classicjoes.com

Image
Goodbye Tarquinas RIP June 26, 2003 - March 31, 2009


Thu Apr 23, 2009 6:45 pm
Profile
Master Corporal
User avatar

Joined: Tue May 12, 2009 3:18 pm
Posts: 182
Location: Russia
Post Re: Group XP System
Exactly!!

_________________
:troop: Image :troop:
Wookie holiday


Do it... Just do it... Dum du dumm... You have to do it.. Dim dum dab diblib:

ImageImage Image
It takes less than a minute, but does good.

PRE-CU SWG FAQ :troop: HOW TO CONNECT

_


Sat Jun 27, 2009 11:47 am
Profile
Warrant Officer
User avatar

Joined: Tue Jul 03, 2007 12:08 pm
Posts: 943
Location: New york
Post Re: Group XP System
well we dont want it to be too slow. i took my time leveling when i played live since i was a casual player.. it took a very long time. but i liked it now i wasnt in a hurry, and i wont be when i play here. but artificially slowing leveling down would be a mistake i think.

_________________
WANTED- SEN LUSAN
for trafficing in illegal weapons, chemical substances and modified ship components
for the attempted genocide of the Drall on Talus
for lewd acts with a barmaid in the backroom of the Keren cantina


Sat Jun 27, 2009 7:40 pm
Profile
Private
User avatar

Joined: Mon Dec 14, 2009 3:06 pm
Posts: 5
Post Re: Group XP System
I got my head bitten off for asking this question at the SWGEmu forums, I'm glad the audience is more mature here and capable of discussion.

I consider the pre-cu solo-grouping exploit a huge bug which ruined the game. Players could earn 80k credits in 5-10 minutes by solo grouping which just destroyed the economy and the community.

Also any system that allows someone to grind a Master Profession is, in my opinion, broken. I really like the hybrid suggestion although only deep testing would reveal if it was truly a good solution.

_________________
If you have an opinion, show a reason.


Sat Dec 19, 2009 6:41 pm
Profile
Sergeant
User avatar

Joined: Sun Aug 05, 2007 7:52 pm
Posts: 364
Location: Bremen, Germany
Post Re: Group XP System
New option: Each player gets an even share of the XP, plus a bonus equal to the percentage of the damage they did, e.g. in your above example, each player would get 333 XP, player 1 would get a 33xp bonus, player 2 would get a 67xp bonus, and player 3 would get a 233xp bonus, since he did most of the damage. Payout would remain even, as the less damaging players are often the healers, etc. and just as important to the mission's success.

_________________
"Man, if I had a lightsaber, then I could go 'voom, voom, snik, snik, snik, waaah, Jedi!' slice up tubby here, then we could crawl inside him to stay warm for the night." - Jay, from Clerks the Animated Series.


Mon Dec 21, 2009 6:35 am
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 18 posts ]  Go to page 1, 2  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  

Search Engine Optimization services performed by JCAgency.com

Powered by phpBB © phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.

phpBB SEO