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Post by allygator on Feb 29, 2016 16:26:18 GMT
a scaling exp boost/promo based on the player's level compared to half of the average of the top 25%. If the top 25% players average at level 200, then for scaling purposes we'd go with level 100. This is to lower the potential of abuse via alts or what not to drastically skew the averages.
For example: If the mean level is 100
a level 1 player would get 5x exp boost scaling down to level 100 and beyond they would get only 1.5x exp.
Current application of this would mean that battlers under level 22 or so would get an exp boost greater than 1.5 and everyone above that would receive the same 1.5x exp boost. Harvesters under level 115 or so would get an exp boost greater than 1.5x. Currently there isn't much disparity, but as the playerbase develops the disparity from starting new to even the bottom 25% would grow.
This would stack with doubles/quads so it would ultimately be more beneficial for higher level players for total exp/hr but it would allow newer players to make a bit of progress to get out of the early game slump as the economy/playerbase grows. Due to the way the game scales, the higher level you are the more you will accelerate in growth as compared to newer/lower level players, so this would ultimately not make a significant difference for the top rank chasers.
This would also help out towards players that are thinking about maybe trying a different specialization, such as harvesters swapping to battlers and vice versa.
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Post by joeybeanz on Feb 29, 2016 19:19:16 GMT
I don't think that just because someone is new they deserve to have the process of leveling up take less time than it did for someone who's been around for a while.
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Post by L on Feb 29, 2016 21:31:01 GMT
I don't think that just because someone is new they deserve to have the process of leveling up take less time than it did for someone who's been around for a while. I agree. The proposed mechanic would make sense in PvP games where you want everybody to be on equal footing to compete with each other, but it has no place in a game like Avabur where the numbers are all carefully thought out and balanced for specific individual progression rates.
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Post by future on Mar 1, 2016 4:58:42 GMT
Cant say that I am a fan of this suggestion at all. I just don't think its necessary.
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