Info > Feedback and Suggestions

Why the current level system is not good

<< < (6/10) > >>

SeraphZ:

--- Quote from: GeoRmr on May 18, 2014, 02:09:22 pm ---I disagree, currently in this game matches won is no indication of skill, merely an inclination to play with other good players against worse players. This game is far too team-based for win/loss ratio to mean anything.

--- End quote ---

That's true, which is why XP would be based not on the ratio but number of matches.

GeoRmr:

--- Quote from: SeraphZ on May 18, 2014, 06:09:32 pm ---
--- Quote from: GeoRmr on May 18, 2014, 02:09:22 pm ---I disagree, currently in this game matches won is no indication of skill, merely an inclination to play with other good players against worse players. This game is far too team-based for win/loss ratio to mean anything.

--- End quote ---

That's true, which is why XP would be based not on the ratio but number of matches.

--- End quote ---

you have taken my comment out of context, I was replying to a post that suggested xp be taken from the ratio.

SeraphZ:

--- Quote from: GeoRmr on May 18, 2014, 06:12:37 pm ---
--- Quote from: SeraphZ on May 18, 2014, 06:09:32 pm ---
--- Quote from: GeoRmr on May 18, 2014, 02:09:22 pm ---I disagree, currently in this game matches won is no indication of skill, merely an inclination to play with other good players against worse players. This game is far too team-based for win/loss ratio to mean anything.

--- End quote ---

That's true, which is why XP would be based not on the ratio but number of matches.

--- End quote ---

you have taken my comment out of context, I was replying to a post that suggested xp be taken from the ratio.

--- End quote ---

That was my post, but no one was suggesting that. Just that with wins giving more XP a higher Win/Loss ratio will mean you level faster. It would still be mostly a stat used for pissing contests.

VictorSturm:
i find that the main problem is, that instead of encouraging new tactics and experimentation, the result is annoying grinding. in the beginning i played a lot as pilot with the Pyramidion, without gaining any points for using this ship. thats because, while the current challenge is "Goldfish mastery" i don't earn anything from using other ships! so you have to use the goldfish and win 10 matches. fair enough, but after 5 wins, it's beginning to get tedious. but you can't change ships if you want to level up. the system that tries to make us experiment is making us grind.
the fact that other achievements ruin co-op is even worse. a pilot that runs around fixing guns for the "Helping hand"? that ruins your day.
kill stealing is becoming a thing.
rushing in to set things on fire puts the crew, and the team in risk.


suggestion: implement a xp system for LvL, cosmetics and medals, but keep the achievements as something that yields a lot of xp.
or seperate them completely.

but a Xp system that gives points for every ship the team takes down, end of the round bonuses for engie, and stuff. focus om rewarding teamplay and organic strategy, not grinding with the carronade.


 

Dementio:
Killing an enemy could still be kill stealing...

The order of the achievement are quite annyoing and if that is so troublesome to most, why not suggest that you can do such achievements at the same time? Flying goldfish first or spire first won't matter. However, the many achievements that are very similar to each other (Repair X times, rebuild X times, win deathmatch X times) should stay in the order they are right now, but not interfere with the order that other achievements (like flying ship A or B). Those this sound confusing?

This would resolve the issue of doing this before that and yet you still have to play the game a lot in order to achieve other achievements. A pilot could then fix any gun at anytime without actually having to worry about the achievement.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version