Author Topic: Experience Gains - Post MM.  (Read 34918 times)

Offline The Mann

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Re: Experience Gains - Post MM.
« Reply #30 on: July 05, 2015, 06:24:12 pm »
An an engineer.

I only reached level 45 a week ago after nearly 700 matches as engineer.

I literally leveled up about 5 times in the space of two days.

Max level required 45 000 exp.

Since last week.  I have amassed about 100 000 exp...

Should I be level 100?

Offline -Anakin-

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Re: Experience Gains - Post MM.
« Reply #31 on: July 05, 2015, 08:41:15 pm »
Since last week.  I have amassed about 100 000 exp...

Should I be level 100?
No, you'd be level 47 with ~7,000XP left over.

Offline The Mann

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Re: Experience Gains - Post MM.
« Reply #32 on: July 07, 2015, 02:46:16 am »
As much as I would like to see levels go up, it would be unfair on newer players.

There is a high concentration of people with at least 1 max level class these days.

Offline BlackenedPies

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Re: Experience Gains - Post MM.
« Reply #33 on: July 07, 2015, 12:20:43 pm »
I say make it harder to level up at the highest levels. 45 should really be the max like 1,000,000 XP, 44 could be 500,000 and 43 at 200,000.

Offline DJ Logicalia

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Re: Experience Gains - Post MM.
« Reply #34 on: July 08, 2015, 12:43:16 am »
I say make it harder to level up at the highest levels. 45 should really be the max like 1,000,000 XP, 44 could be 500,000 and 43 at 200,000.
I might be inclined to agree with you. I think maybe 1,000,000 is a bit much, but it's too low. I've seen people with less than 300 matches with level 45. It's absurd

Offline Hoja Lateralus

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Re: Experience Gains - Post MM.
« Reply #35 on: July 08, 2015, 06:30:01 am »
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)


Offline The Mann

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Re: Experience Gains - Post MM.
« Reply #36 on: July 12, 2015, 06:20:59 am »
x = effort put into the game (measured in hours of gameplay, I guess)
y = progress (here measured in lvl/skill gained)



*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.

Offline Frostbound

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Re: Experience Gains - Post MM.
« Reply #37 on: July 17, 2015, 02:32:42 pm »

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.

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.

Offline BlackenedPies

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Re: Experience Gains - Post MM.
« Reply #38 on: July 17, 2015, 03:40:39 pm »
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.

Offline Frostbound

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Re: Experience Gains - Post MM.
« Reply #39 on: July 17, 2015, 04:43:18 pm »
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)