It drives me nuts that apparently if I get a group of champions and we slaughter a monster, AI stack, whatever, they all seem to get the same experience points (full xp points of whatever was killed each) for it. So if I have six characters kill a 100 xp whatever, each champion gets 100 xp. That is bogus.
I am not even in favor of dividing XP of what you killed equally. My opinion, which many will probably disagree with, is that the XP of whatever you attack should be factored by the units attacking. So if you attack with 100 combat against a 50 combat rating, you get 1/2 the defending combat rating divided by the strength of the attacking units. If an attacking unit dies, the XP is lost.
Call me old school.
Yea, the plan was to divvy out experience by the level of the units.
That is, the higher the unit, the more experience they gain from the battle since they probably did all the real fighting.
You said "was." That is probably a good implementation otherwise I'll just have my scribe follow around Aragorn and become a gladiator without ever reaching for his dagger. Experience is "earned" not "watched."
Frogboy, what is the implementation currently for the release?
Best regards,Steven.
I still think their nees to be bonus exp for taking dammage, but not dieing. You learn more from your mistakes in battle then you do from a walk in the park
As for myself, I'd just like to be able to reliably create a stack of unit instead of seeing them move one after the other.
Excuse me if this somehow sounds rude, I meant no offense.
There's a difference between fighting and learning. And we're talking about a game here not a reality simulator.
Gameplay-wise that's not such a good idea. Remember, party gets formed "on the fly". It is already a problem to keep weaker party members alive. I think low level members should be getting a bonus instead of a penalty so that party gets equal faster.
What you wanted to implement would have kept the gap for longer (maybe even infinitely, depends on actual distribution).
And if low level champs keep biting the dust how do they get to high levels?
By-the-damage distribution isn't going to work well It never does.
There's a game called "Space wolfs" ... to make it short - whoever had the best laser hamstered 80% of all experience. Horrible system.
Did you happen to forget that there are sovereigns not built for combat, or do you want them to get 2-4 times less experience than they currently do?
I think I agree with Reianor on this.
After release, we can revisit this. But we're not changing it prior to release.
Personally I'm a fan of just an even split. If a monster is worth 100 xp and you have 5 xp earning units in the army when you kill it, each gets 20. Easy and fair. Rewarding more xp for more damage done helps keep leveling at a steadier pace (higher level units do more damage, so get more xp, but need more xp to level up), but it's also common for games to expect you to "catch up" new heroes to the higher level ones.
It's really difficult for us (beta testers) to have an informed opinion other than preference currently since games don't last long enough and we have no tactical battles to control how much damage who does.
Can we get a clear list of what exactly you are planning to change and how?
Also would help to have a compilation of your design decisions and viewpoints in one thread. Like "Essence is staying responsible for mana. Period." or "Mana pool implementation is open to discussion for now."
The forum itself is too clunky atm...
I mean, this forum so "dynamic" that every second thread gets "dynamo-ed" to the second page in a day, and on the next day a topic about the same thing dynamos those that dynamo-ed it's predecessor the day before.
Someone needs to clear this mess, realy...
Dividing up combat XP 'reasonably' is a minor thing to me. I'm still highly frustrated by the lack of XP for noncombat units who work steadily helping in pop centers.
If a champion is an administrator, farmer, scholar, or trader, why doesn't he or she get better after doing that work for some period of time? Why not have them gain value in their non-combat function automatically and leave their base stats alone unless they got some field experience?
The current model makes me think Elemental will not make much progress over GC2 in terms of 'end-game equality.' At least a few of the devs are Ice and Fire fans--don't y'all remember despicable Tywin Lannister's wisdom about winning wars with quills and ravens? I want to be able to play an honorable Casterly Rock-type faction...
Just curious, does that mean the release will have the divide-xp-according-to-level system you just mentioned, or the everyone-gets-full-xp system currently implemented? Hopefully not the latter, bit too broken/easy to exploit, any xp dividing system is preferable.
Also I'd like to second GW Swicord, merchants/researchers/etc need to be able to upgrade their resource generation abilities when they level, so that xp is actually useful to them, plus some kind of slow passive xp gain for units in cities so they can get xp without needing combat stats. But that's more of a "nice to have in a post-release update" feature for me.
That, totally. If you try to make a new champion in the later game when everything is big, it's very hard to ever catch it up if the share of the XP is a tiny fraction. An even split works better.
I think Elemental is trying to skirt around this by having that adventurer research line that makes stronger champions to start for your recruiting pleasure. But that wouldn't work for your offspring, I imagine.
Even split evenly is better than the xp going to all of them. If you kill a 50 xp monster, each character shouldn't get 50 xp.
tch... were you even reading...
Exp diminishing for low levels means low levels stay low levels.
Exp by CR means whoever got less CR will only grow progressively weaker in comparison.
Exp equally divided is plain unfair to some sovereigns. Those who focus on self sufficiency in combat will progress MUCH faster than those who focus on parties of champs. And progression of sovereign is very important for country btw...
Full exp for everyone WORKS. How do you think it is "exploitable"? By fighting monsters as a group? Yeah, right, that's an exploit...
May I ask, what's your experience with RPGs?
By the exact inverse of what you just said. Those who focus on recruiting lots of champions will progress MUCH faster because they're levelling six units at the exact same speed as you're levelling one for killing the same amount of stuff.
Under this system, more is always better.
NA-AH. Sovereign himself will get the same exp for same number of enemies. How he beats them is choice.
And party 1 that was x times stronger than party 2 through sheer numbers keeps being x times stronger after beating same number of enemies as the party 2.
Or do you want it to get closer to party 2 in strength?
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