What is your suggestion?
Making the XP curve friendlier towards high levels (maybe even low levels).
How would this benefit the server?
This is brought up because of multiple issues with the XP system. Right now the only way to gain XP is by PvP ing. The early levels are very easy to achieve (30 ish kills to get lvl 10). Great, this allows new players to unlock new possibilities quickly if they participate. This progress is slowed down to a perfect level around lvl 40. Making the jump from 40 to 50 takes a good ammount of work (300 kills or more). This feels like a great grind for players who are proficient at PvP. The unlocks are "OK" at best, but a problem now creeps in. Pistol, Assault rifle, smg. Same reward as lvl 20, 30 and 40. Acceptable.
lvl 50 to 60. It now takes 100 kills to level up from 50 to 51, even more for 51 to 52. The grind for the next reward (Pistol, Assault rifle, smg) is now a straight grind, over 1000 PvP kills. Well then okay, whats the problem? Weapon unlocked must be worth it right? Well not exactly. The server has a DEV crew that literally balances weapons to limit the emergence of 1 or more OP weapons. This means that the next 1000 kill weapon unlock might not even be as good as the weapon you got 1000 kills on (all the attanchements etc).
You guys are good at balancing stuff, if you lower the XP curve and make it easier / straight up possible for non PvP focused player. The player base gets rewarded, has something to work towards and grind, fight and PvP while not overthrowing the balance of PvP. I believe it would result in a much healthier reward system for the community.
This was actually something I've been trying to work towards for quite some time. During tonight's daily restart, XP for healing is being added. I hope to find more implementations for XP gain soon. Capping points also gives XP but I can see how that would tie into PvP. I'll leave this open so other people can share their ideas for XP gain methods.
Could a script be added to add XP based on job? Like NCO and CO jobs add XP based off time? It would mean more crackdown on AFK, but overall it could encourage climbing up ranks and give a larger meaning for being NCO/CO.
I'm not exactly sure on how the jobs work, (My proficiency is in Java and C++, not LUA) but you could possibly add some sort of int or short value to the job that the XP counter could attempt to find, and based on that could add the bonus XP or not. I've never programed anything in the Source engine so I'm not exactly sure how the DarkRP base works, but that seems possible to modify for the jobs class.
I think a Quick fix would be to check data, average number of kills per hour for players, how many kills it takes to lvl up at individual levels, and then change the XP requirement for later levels to give a healthier grind curve. (I say quick but i really dont know what data is accessible and modifiable for the dev team)
I also have not recieved a point of XP for capping and healing since joining (lvl 51 now). This is why i thought the only way to get XP was by PvP ing.
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What is your suggestion?
Making the XP curve friendlier towards high levels (maybe even low levels).
How would this benefit the server?
This is brought up because of multiple issues with the XP system. Right now the only way to gain XP is by PvP ing. The early levels are very easy to achieve (30 ish kills to get lvl 10). Great, this allows new players to unlock new possibilities quickly if they participate. This progress is slowed down to a perfect level around lvl 40. Making the jump from 40 to 50 takes a good ammount of work (300 kills or more). This feels like a great grind for players who are proficient at PvP. The unlocks are "OK" at best, but a problem now creeps in. Pistol, Assault rifle, smg. Same reward as lvl 20, 30 and 40. Acceptable.
lvl 50 to 60. It now takes 100 kills to level up from 50 to 51, even more for 51 to 52. The grind for the next reward (Pistol, Assault rifle, smg) is now a straight grind, over 1000 PvP kills. Well then okay, whats the problem? Weapon unlocked must be worth it right? Well not exactly. The server has a DEV crew that literally balances weapons to limit the emergence of 1 or more OP weapons. This means that the next 1000 kill weapon unlock might not even be as good as the weapon you got 1000 kills on (all the attanchements etc).
You guys are good at balancing stuff, if you lower the XP curve and make it easier / straight up possible for non PvP focused player. The player base gets rewarded, has something to work towards and grind, fight and PvP while not overthrowing the balance of PvP. I believe it would result in a much healthier reward system for the community.
I'm not exactly sure on how the jobs work, (My proficiency is in Java and C++, not LUA) but you could possibly add some sort of int or short value to the job that the XP counter could attempt to find, and based on that could add the bonus XP or not. I've never programed anything in the Source engine so I'm not exactly sure how the DarkRP base works, but that seems possible to modify for the jobs class.
I also have not recieved a point of XP for capping and healing since joining (lvl 51 now). This is why i thought the only way to get XP was by PvP ing.