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LucasCaldeira

Change the table of Pvp exp.

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LucasCaldeira

I was checking the exp table on bc, with chars 13x+

I have killed more than 6 chars 12x and gainned a little quantity of exp, i die 1, o lost more exp than that i gainned.

And if we check the pvp clan top 10 pvp the first clan have more than 1000 deaths than kills.

It have to be changed.!

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GuiBitencourt

The pvp exp. is totally wrong!

My example: I'm 132, i'm pvping against 4-5 12x at the same time, when i kill them all, i gain 10-20-30xp, when i die once, i lose 80-100. ¬¬

What i want to say is..."pvp" is not 1x1, there are always more then 1 guy hitting u, so...the most of 13x chars will always have negative xp.

Look most of our 13x players, only a few have posite xp (the hit and runners).

 

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Renusi

I Think if the player gain a great quantity of xp killing peoples, will loose they "hunting spirit" and is not the propose of the game.

 

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Odoaker

i noticed the same,

i killed a few 12x ( like 9 BP )

gained like 60 xp

Died once, lost like 70 xp

 

so dieing one time costs more xp, then i get with 9 kills O.o

 

weird much?

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Zero
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i noticed the same,

i killed a few 12x ( like 9 BP )

gained like 60 xp

Died once, lost like 70 xp

 

so dieing one time costs more xp, then i get with 9 kills O.o

 

weird much?

 

Dying once should remove like two of those kills. If you're higher level, you should gain at 1/2 the rate and lose at 2x the normal rate [roughly within reasonable lvl diff]. If you're lower level, the opposite. Losing over 9 kills in one death is just too much.

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martual

13x just get immuned to the negative XP please because you can never gain XP in PvP at your level .... best to do as below:

 

1. Change the PvP XP formulae

2. Reset XP quarterly

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GuiBitencourt

13x just get immuned to the negative XP please because you can never gain XP in PvP at your level .... best to do as below:

 

1. Change the PvP XP formulae

2. Reset XP quarterly

 

Yes! 100%

Dying once should remove like two of those kills. If you're higher level, you should gain at 1/2 the rate and lose at 2x the normal rate [roughly within reasonable lvl diff]. If you're lower level, the opposite. Losing over 9 kills in one death is just too much.

 

YEss, 100%!

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leodmv

13x just get immuned to the negative XP please because you can never gain XP in PvP at your level .... best to do as below:

 

1. Change the PvP XP formulae

2. Reset XP quarterly

 

Yes! 100%

Dying once should remove like two of those kills. If you're higher level, you should gain at 1/2 the rate and lose at 2x the normal rate [roughly within reasonable lvl diff]. If you're lower level, the opposite. Losing over 9 kills in one death is just too much.

 

YEss, 100%!

 

[+1]

^^

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CurbYourenthUsiasm

The problem is the original idea behind it was a good idea.

 

How many lower level battles are interrupted by lamer high level players that come over and wipe out? They shouldn't get xp for noob hunting... fight some people around your own level. And if I'm 120 and I kill a 130, it's supposed to be more meaningful than if I kill a 120 or 125... so I should get more xp for that. If I'm 120 and I lose to a lower character then shame on me and I should lose more xp than if a 130 capotes me...

 

Maybe a little tweaking to the system could happen, where deaths still impact you in a negative fashion and still is level based but maybe the values could be lower, who knows...

 

But lower level chars should still be given the chance to be on these lists if they earn them through PVPing...

 

The list is almost accurate anyways... if you did a Poll on who are the games best pvpers you'd probably see some of those names pop up on there... maybe not Chapz or Moketzy (no offense) but I know for a fact you wouldn't be asking me for a x1 seriously thinking you'd have a chance :P

 

PVP is a funny thing, cause like somebody pointed out, not THAT often is it ever 1 vs 1, most of those names (Legally or Illegally) are some of pvps best at holding their ground in a crowd and still coming out in the positive

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Odoaker

ok, so i entered BC with -1045 pvp xp

 

I killed 8 people with around 2k or 3k POSITIVE pvp xp ( thats 8 BP )

 

My pvp xp changed to -1035 ( so 8 kills gained me 10 pvp xp )

 

Then i died twice ( got gangbanged by 2 pikes and a mech )

Now my pvp xp is at -1131

 

Can anyone explain how the fruit i loose 100 pvp xp with 2 deaths, but i only gain 10 pvp xp with 8 kills?

 

System really needs some tweeking lol

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uok_vn

Agree with the chance !

Not of all top payer ranking is good players. Higher lvl will be negative XP so far....

And, it make people have a bad action (hit and run with lag server, You will die without see anyone kill you). And many people like it.

I think, we need to save the BP to know who is a good player to becarefull :(

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davv

also the "streak" thing is bugged

 

yesterday i killed several people in a row and it still says -1 :/

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TripleR

also the "streak" thing is bugged

 

yesterday i killed several people in a row and it still says -1 :/

 

Perhaps you died after you killed all those people (I wouldn't be surprised if you did ;D).

Or maybe you didn't relog to update the rankings.

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Electron

Here's the XP formula :)

 

Make a new one and discuss

 

 

int PvPServer::CalculateExperience( User * pcKiller, int iKillerLevel, ECharacterClass iKillerClass, User * pcVictim, int iVictimLevel, ECharacterClass iVictimClass )

{

if( (pcKiller == NULL) || (pcVictim == NULL) )

return 0;

 

int iRet = 0; //The final EXP

 

//Difference in Level of Victim - Killer

int iLevelDifference = iVictimLevel - iKillerLevel;

 

//Calculate amount of base EXP for this level difference

if( iLevelDifference >= 15 )

iRet = 100;

else if( iLevelDifference >= 10 )

iRet = 95;

else if( iLevelDifference >= 5 )

iRet = 80;

else if( iLevelDifference >= 2 )

iRet = 55;

else if( iLevelDifference >= -1 )

iRet = 50;

else if( iLevelDifference >= -3 )

iRet = 45;

else if( iLevelDifference >= -7 )

iRet = 20;

else if( iLevelDifference >= -15 )

iRet = 5;

else

iRet = 1;

 

//Apply class based adjustments to the amount of EXP

if( iKillerClass == CHARACTERCLASS_Magician )

{

if( iVictimClass == CHARACTERCLASS_Priestess )

{

//+10% on Priestess kill

iRet += int(iRet * 0.10);

}

else if( iVictimClass != CHARACTERCLASS_Magician )

{

//+25% on other kills

iRet += int(iRet * 0.25);

}

}

else if( iKillerClass == CHARACTERCLASS_Priestess )

{

if( iVictimClass == CHARACTERCLASS_Magician )

{

//+10% on Magician kill

iRet += int(iRet * 0.10);

}

else if( iVictimClass != CHARACTERCLASS_Priestess )

{

//+25% on other kills

iRet += int(iRet * 0.25);

}

}

else if( iKillerClass != iVictimClass )

{

if( (iVictimClass == CHARACTERCLASS_Magician) || (iVictimClass == CHARACTERCLASS_Priestess) )

{

//-15% on Magician or Priestess kill

iRet -= int(iRet * 0.15);

}

}

 

pcKiller->lPreviousKillID = pcVictim->GetID();

pcVictim->lPreviousKillID = 0;

 

return iRet;

}

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tommylizard

lol, I wasn't born to program stuff haha

understood like 5% of this :(

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davv

first things first : pvp exp curbe shouldn't be linear imho

lets add levels or "ranks" with defined amounts of exp to reach each rank

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babyarcher

first things first : pvp exp curbe shouldn't be linear imho

lets add levels or "ranks" with defined amounts of exp to reach each rank

 

sounds good, the higher your pvp rank, the more you lose when you die. and if someone kills a higher rank, the more they get.

 

Perhaps we could introduce a system which lets you use PVP exp to buy certain items? And those items shouldnt be available through donations, and you use up pvp exp when you buy items?

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Zero

first things first : pvp exp curbe shouldn't be linear imho

lets add levels or "ranks" with defined amounts of exp to reach each rank

 

sounds good, the higher your pvp rank, the more you lose when you die. and if someone kills a higher rank, the more they get.

 

Perhaps we could introduce a system which lets you use PVP exp to buy certain items? And those items shouldnt be available through donations, and you use up pvp exp when you buy items?

 

That might give a purpose to non siege PvP, but that is rather iffy and really depends on what the items are. Considering its PvP, I would imagine it would have to be PvP oriented things. It is questionable because I'm sure there are ways to exploit the PvP exp system and gain easy exp. Wouldn't want people having a reason to do that. Also would probably take some work.

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davv

items for pvp exp ? honestly... no.

bunch development time, and people gonna abuse it.

so let's make the available items not too great ? well then its not worth the development time :/

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Haven

/agree

 

I kill tons of people, get no points, and die once and its back to the drawing board. Plus my streak is always wrong.

 

I'll kill 10+ people in a row and get a -1 streak...

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davv

here's my suggestions for ranks :

 

#    Rank Title      Pvp Exp Total    Needed to up 

1Rookie10.00010.000

2Novice30.00020.000

3Challenger50.00020.000

4Combatant70.00020.000

5Duelist100.00030.000

6Wrestler150.00050.000

7Gladiator250.000100.000

8Belligerent400.000150.000

9Vanquisher650.000250.000

10Hero1.000.000350.000

 

the curve is exponential but not too steep, we should have people going up soon :P

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babyarcher

we should display the ranks in game too. so you can see the rank of the player you're going to be fighting/challenging/gang-banging/back-stabbing.

 

Perhaps in the top right hand corner of the screen when you click on someone, like how it displays their clan and their name.

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