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Experience Gains - Post MM.
Hoja Lateralus:
Linear scale is very un-life'y, meaning that it rarely occurs in real life, therefore applying it to games is not always a good idea.
Logarythmic scale much better because it shows that on the high levels you have to put much effort for little reward, but on that level that reward is worth it. A proffesional athlete has to put a lot of effort (practice, diet, perhaps equipment) to get their time by few miliseconds faster. Also at the beginning you learn/progress very fast with very little effort. It may give so nice numbers as now 1k, 2k, 3k, etc. but if we discuss this, I'd recommend some formula based on logarythm.
For example purpose, imagine
x = effort put into the game (measured in hours of gameplay, I guess)
y = progress (here measured in lvl/skill gained)
The Mann:
--- Quote from: Mr.Disaster on July 08, 2015, 06:30:01 am ---x = effort put into the game (measured in hours of gameplay, I guess)
y = progress (here measured in lvl/skill gained)
--- End quote ---
*Drools*
I like graphs, This is a very interesting proposition. How could you make this work in game? What number of hours or amount of games would you suggest to play in order to reach such high levels?
Most high level players I have seen have an average of about 1000 - 1500 games with about 500 hours or more.
Frostbound:
--- Quote from: The Mann on July 12, 2015, 06:20:59 am ---
I like graphs, This is a very interesting proposition. How could you make this work in game? What number of hours or amount of games would you suggest to play in order to reach such high levels?
Most high level players I have seen have an average of about 1000 - 1500 games with about 500 hours or more.
--- End quote ---
I would imagine it would be somewhere around 1200-1300 games to lvl 45 would be sufficient, taking that it's about the same as before matchmaking without ach farming. Scaling the graph based on that would be great. I would also love if the leveling before lvl 8 were slower.
But to be fair, I find it a bit dull that you can't customize your loadout at all in Novice matches, and in my opinion it would be great for new players if they even had more preset loadouts to play with, I mean Muse has a way to save loadouts so why not? If we give novice players more (preset) stuff to play with and raise the novice cap, it's naturally better for learning. Not to mention that the most common reason novices leave novice matches is that they can only play with 3 preset ships and want to test out new things. More preset builds helps relieve the issue.
BlackenedPies:
It took much longer than 1200 matches to get to lvl 15 pre MM without farming. I had over 2000 as pilot and was lvl 12 before MM booted me to 45.
The novice loadouts should atleast be better, some of them like flak merc or lumberjack blatantly don't work. There have been many suggestions on varied loadouts that Muse should consider. I think novice loadouts should be locked to effective and varied loadouts that work, but some of the current loadouts don't.
Frostbound:
To be fair, pilot was the hardest I think. I clocked about 1k games on engi which is the easiest class to do it on.
I think 1200 games woule be just fine, at least compared to 600 it takes nowadays. I have about 700 games on pilot which in this patch would easily be enough to get 45, but I'm not since I was 12 before the MM update, so it almost looks like I don't compare to the neo-45 pilots even if I would (speaking solely by levels, which we all know doesn't equal skill)
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