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XP system seems wonky

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CitizenFry:
It seemed like I wasn't getting much xp for finishing achievements, so I kept an eye on my xp for the last two games of the evening.

Penultimate game, engineer, spire, Raid on the Refinery:
- ran all over the ship repairing tons of stuff
- Finished a tier 13 engineering achievement (Perspiring)
- Double digit hull rebuilds (not repairs - actually rebuilds!)
- double digit fire extinguishes
- Approximate XP for the game: 530

Final game, engineer, spire, Dunes 3v3:
- sat on a heavy flak most of the game
- got one or two heavy flak kills (definitely one at 1000m+, and maybe a short range also), and a small number of hull breaks, balloon breaks, and engine breaks (maybe 2-3 of each)
- repaired/rebuilt almost nothing, maybe 3-5 things
- Approximate XP for the game: 1120

So uh...is the XP weighted super-heavily towards kills, and away from things like achievements and rebuilds, or is the system buggy, or what? Is there any official documentation of how much XP various things are worth?

Milevan Faent:
I'm sending an email to muse with a link to this thread. This sounds like something that they need to have brought to their attention.

sparklerfish:
I think the achievements should be worth more.  Some of those are freakin' hard.  I got one today for 5 more kills than deaths against enemy captains level [I don't remember]+, and got barely any XP for it, though I don't remember the exact amount.  I know the idea with the XP system is to move the focus away from achievements, but I've worked really hard on a lot of those and feel compelled to finish the ones I'm working on and it's disappointing to get very little reward for them.

Andika:
I have a similar problem with the current xp system. With the current settings, the system actually supports stacking instead of promoting a well-balanced spread of players.

Yesterday MM dropped me into a lobby where I could tell from the start that I was on the losing side. The enemy team had two experienced captains with lots of experienced crew members whereas we had a moderately experienced and a totally new player as captains. I could have switched sides before the match, but I decided to stay on the losing side partly because I did not care that seriously about the outcome, and partly because I hoped to gain some xp in spite of being in the obviously weaker team.

During the match I tried to be as good an engineer as possible, I gave advice to the new captain, I rebuilt lots of stuff, chem sprayed, did all I could to help the situation (forgot to mention that we had 2 gunners on the ship and I did not manage to convince any of them to switch, in fact nobody listened to me on the team throughout the whole match). So I did my best as an only engineer, ran around a lot, but we lost 5-0 due to our team setups.

At the end I got 200 xp and I thought that it really wasn't worth staying on that side anymore, so I moved on.

In the next round I jumped into a match again where MM placed me on the obvious winning side. Again, I could tell from the start that we would be the winners. I kept sightseeing throughout the match as an engineer, because the enemy did not even care to shoot back, and at the end I got almost 2000 xp.

I think staying on a weaker side and doing lots of repairs should be more rewarded by the system than winning 5-0 just because you happen to be on the more experienced team. I realize this is difficult to adjust, but I'd agree with CitizenFry that the current xp reward system does not reflect your individual achievements in matches.

awkm:
Every match that is won will earn 1000 xp.  Lost matches also reward xp but this number decays as you level up higher.  At the highest levels, you will earn little to no xp for losing a match.  If the Matchmaker is doing its job then each team should have a similar Matchmaking Rating and prevent drastic stomping.  Under low population circumstances, we can't guarantee that matches are balanced well.  There is only a loose correlation between level and MMR. But again, Matchmaker is only looking at your hidden MMR when putting together a Matchmade Lobby.  The goal is to ensure that both teams have similar chances of winning.  We've made a lot of concessions to accommodate players who want more freedom, like what was available in match list, and allow people to swap slots freely.  However, this breaks the balance that Matchmaker tried to enforce.  If needed, we can make this more strict.

Bonus experience given during a match is based on the actions you perform.  The actions that are being counted are only for the class that you are currently playing as (the stuff that is shown at Match End Screen).  E.g. if you are an Engineer, rebuilding will reward you bonus xp but killing enemies will not.  The total bonus xp is clamped to prevent xp grinding.

Both cases sound mostly accurate.  However, it does seem like there is something unusual with bonus xp, especially in Andika's two cases.  Both the Matchmaking System and XP System are new and despite this many players enjoy their functionality.  This isn't to say that they're perfect.  We'll be looking at ways to improve both systems to prevent stacking and make earning xp better. 

We can definitely:

- Add more XP for higher achievements
- Look into Bonus XP (Andika's case sounds a littl strange)
- Adjust Lost Match XP Reward Curve
- Improve Matchmaker

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