XP Changes/Balancing

Serin

VIP
Alright so I told Shepard about this but I wanna see what the community would think about this:

What I have in mind is some reworks on how the XP system works. Right now, to my belief, whenever you kill another player you get 200 XP for killing them. Simple as that, any player, any time. However, again to my belief, this causes issues with moderate-high level players killing new players easily, especially since 4.0 brought about the possibilities for higher damage builds. Can't we all remember a time we wanted to kill like a level 20 for "Free XP"? As a result, I think new players wouldn't want to necessarily endure through all the pain of being powerless for so long to get the true server experience of having power. They leave because it's not rewarding enough as a PLAYER, as if a game isn't fun, why play it? Yes, all apprentices should clearly not be able to kill a Jedi Council member easily, I'm not saying that they should be. I'm saying that if perhaps an apprentice is so proficient at dueling that he can easily defeat lords, he's better than the average apprentice, he should gain more XP for killing those who are supposedly stronger than him.

Think of it this way: I'm a level 5, and I manage to kill a level 90 Jedi Knight in a duel (or a level 90 lord, whatever you fancy). I think that I should get more XP for killing a powerful figure, not a ridiculous amount, but the math could be figured out later to balance. After all, if I'm good and a powerful apprentice, it should be easier for me to rise up through the ranks as my power gets noticed. That way, skillful feats of new players will be remembered by them, making them feel like they're powerful and making progress when they occasionally triumph over a higher level, thus influencing them to stick to Reborn Gaming.

Let's also consider the opposite: The Jedi are raiding Korriban, I'm a level 200 Master and I kill a level 20. In SWTOR, the player cuts through mobs and low levels like butter but doesn't receive XP for killing those substantially lower level than the character. From a real-life scenario, doing something that you already know how to do doesn't develop new skills or abilities within you. Therefore, rather than gaining the standard 200 XP I would get from killing a player, I should be getting reduced XP for killing a level 20 (the math, once again, can be figured out later). This promotes the practice of finding equal or higher level players, and if you get pestered by low levels coming TOWARDS you, you still get XP for killing them, albeit reduced. Think about the rivals you can develop, the true equal term combat players should be striving for, and etc. It'll bring us closer to the roleplay experience the server intends to provide.

Now for a third scenario: The Gamemasters just created a raid with a sick boss. Now all the players are fighting and eventually, someone kills him. I feel like there should be an incentive for being the one who dealt the final blow (just like the original Dread Fortress raid, the one who killed the boss got the first artifact). In this case, the killer would get a nice bit of XP, especially for new players who can get killed extremely quickly by the boss. Of course, this isn't as applicable as the other situations, but I think it would add something nice to the people who are killing the boss.

I understand that this isn't as easy to implement as it sounds, I'm a very basic programmer and I know it's hard to do even little things, and I can't imagine how difficult it would be to have dynamic math in WiltOS' complex system. But I think that overall, this would entice players to seek out fair combat, while also not genociding new players which would encourage them to stay and have more fun on the server. Leave your responses and feedback on how you guys think this would work. Thanks
 

Whiskey

Member
I do agree with it, but it starts to cause lag because it will be checking everyones level over and over and over again, then comparing it to the other person.
 
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