Lost of exp from death ( Higher levels)

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Astax
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Post by Astax »

Lower max XP so more people can reach it dammit, then we can talk.
Penglund
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Post by Penglund »

Sterling wrote:as long as we're saying what we want....i want a million dollars and a ship with 10 HP's that never misses!
can i have the million dollars instead?
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RandyOrsolo
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Post by RandyOrsolo »

Astax wrote:Lower max XP so more people can reach it dammit, then we can talk.
Technically there is no max exp, Astax...just a certain point where getting more is pointless. Which I think is 5 million or so since that's level 51 :).

Of course, if you want to be able to take one pod and still be level 51, it'd be 6.7 million or so. But again, since nobody trades that high, it's a waste of time since the difference between levels aside from cloaking isn't a whole lot until the gap gets significant.

Leave it to Sterling to put things in perspective. I think the floor under my feet is getting cold ;)
Canff wrote:I want more flow in the exp system.... seeing how most people never trade past level 30......and if they do they die and lost it all or most of it for nothing......
I'll say it again: the exp LEVELS (which are what are used to partially determine weapon accuracy) lost for pods are about the same when you go up in level, regardless of how much actual exp is lost. Exp, like money, has to have diminishing returns and be able to be lost somewhere or game balance is thrown out of whack. If you make something less valuable then people are more inclined to lose it.

You say you want high exp people to take more risks, and that they would if they lost less exp to a pod. I disagree, and contend that high exp people would still act as they do now - they spend a lot of time wanting to get to that level and don't want to lose it easily, which would be the same for any thing you take a lot of time to do. If you don't want to lose exp, don't die.

As has been stated before in this thread, I wouldn't mind putting the base exp loss down to 25% from 33% for deaths (I don't know what the exact code is but my understanding is that it starts at 1/3), but the scale is right where it is.

I totally agree with Blum, though.
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Azool
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Post by Azool »

RandyOrsolo wrote: I'll say it again: the exp LEVELS (which are what are used to partially determine weapon accuracy) lost for pods are about the same when you go up in level, regardless of how much actual exp is lost.
Before death exp : lost levels
50k exp : 3
100k exp : 4
150k exp : 5
200k exp : 5
250k exp : 5
300k exp : 6
350k exp : 6
400k exp : 6
450k exp : 7
500k exp : 7

By your reasoning that players should lose the same amount of levels, this is an unfair situation.

When you take into account the time that these levels actually represent (I'm not saying they should take less time, just saying they take a lot of time) the situation is even worse.

Heres another table for exp lose needed for 4 level loss

Before death exp : %exp loss for 4 levels lost (numbers approx, I used whatever level the player is at this exp)
50k exp (level 22) : 44
100k exp (level 28) : 36
150k exp (level 33) : 32
200k exp (level 36) : 29
250k exp (level 39) : 27
300k exp (level 42) : 26
350k exp (level 44) : 24
400k exp (level 46) : 23
450k exp (level 48) : 23
500k exp (level 50) : 22

Trigek: My comment on a 'couple of months' assumes a 1.0 game speed which is no exaggeration, with a very rare situation of a 100% safe trader on a perfectly built route with out it being busted.
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Ardbeg
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Post by Ardbeg »

.....so rework the levels such that level loss is the same across the board with a % hit to xp. I would be fine with level loss being the same at high and low levels, what I am not fine with is high xp deaths having less of an impact than low xp deaths.
Read the rules, follow the rules, and stop complaining!
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Freon22
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Post by Freon22 »

How can you say "having less of an impacr then low xp deaths"?
lets see the differents between level 9 to 10 is 1,199. The differents between level 29 to 30 is 10,539. The differents between level 39 to 40 is 18,641.

Now how many levels do you lose from a pod. Also how long and how much playing time does it take the normal player to get to level 10 vers level 30. How fast can the level 10 guy recover from the pod vers the level 30 guy?

I am not saying that anyone who trades up should never be taken down, but he should not be taken down in just one pod. Not after all that time doing what almost everyone in the game keeps say is no fun.

Edit: One more thing there should be a cap placed on ports. That way these supper routes will only give a max of exper/money. No port should pay out the type of exper and money that I have seen on these supper routes.
1 Newbie 0
2 Recruit 25
3 Freshman Recruit 116
4 Sophomore Recruit 294
5 Junior Recruit 568
6 Navigator 1016
7 Petty Officer 1600
8 Chief Petty Officer 2360
9 Master Petty Officer 3318
10 Ensign 4517
11 Pilot Apprentice 5962
12 Pilot Graduate 7673
13 Pilot 9674
14 Scout 11986
15 Ranger 14663
16 Chief Ranger 17696
17 Wing Leader 21109
18 Warrant Officer 24923
19 Chief Warrant Officer 29160
20 Master Warrant Officer 33885
21 Lieutenant Jr. Grade 39080
22 Lieutenant 2nd Class 44765
23 Lieutenant 1st Class 50964
24 Lieutenant Commander 57698
25 Commander 65045
26 Staff Commander 72972
27 Senior Commander 81503
28 Force Commander 90659
29 Jr. Executive Officer 100462
30 Executive Officer 111001
31 Explorer Captain 122234
32 Privateer Captain 134181
33 Special Forces Captain 146865
34 Military Captain 160310
35 Flagship Captain 174615
36 Lt. Commodore 189724
37 Commodore 205660
38 Vice Admiral, 3 stars 222450
39 Vice Admiral, 4 stars 240104
40 Vice Admiral, 5 stars 258745
41 Admiral 278304
42 Fleet Admiral 298801
43 Grand Admiral 320260
44 Galaxy Admiral 342700
45 Universal Admiral 366255
46 Hero 390330
47 Local Legend 416463
48 Galactic Legend 443167
49 Universal Legend 470970
50 Spooky 500000
Purify
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Post by Purify »

This is all because Azool/Canff get bitter when they trades for so long and dies so easily isn't it???... cause it makes no sense....

You take away the key disadvantage from getting high XP.... and you don't offer another one to replace it....

I can however, agree that some sort of cap should be put on 'super routes'... 20x maybe?

EDITED: Implying bias of the admins or coders will not be tolerated. There are proper channels for those complaints, use them - RO
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Blum
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Post by Blum »

This is not a question of balance making the numbers more or less meaningless. The more interesting issue here is how such change will affect the way people play.
I believe that what will happen is more people trading until level 50 making it much more important for others to trade to level 50 shifting the focus from fighting to trading. Is that something we want?
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seldum
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Post by seldum »

really dont make this game more about high exp in the old days it was level 15 and youre in a WB now its level 30
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Harry Krishna
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Post by Harry Krishna »

I haven't seen level 30 ever.
that which pods you makes you stronger
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