[Suggestion] EXP

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Tigre, Apr 4, 2023.

  1. Tigre

    I wish you would focus on EXP for capt. bases then on the kills. All players do any more is sit in one place and farm kills. Over and over, i understand that it takes a brain have tac. in a game and brain dead people just like to shoot each other over and over. Thay are letting the other side earn a lot of exp from farming them as well.
  2. netBattler

    You might have a point, but your post doesn't seem fully fleshed out.
  3. Demigan

    There is a multitude of problems there.

    - what do defenders get? They would be incentivized to let the point be captured and recapture it. But how would they be rewarded for a hard fought defense?

    - this will increase zergs, ghost capping, avoiding actual fights and grief tactics to make the opposition leave.

    A good system would encourage players to find a fight and be rewarded for fighting it even if they lose. My suggestion would be a greater focus on secondary objectives that can be captured/destroyed/placed by the players.

    A simple example: Medics get a 200 nanite AMS utility they can place on the ground. Anyone within the base area or within 300m can spawn on it, it has a small exclusion zone that denies other such AMS utilities to be placed. Its vulnerable to small-arms.
    This creates a more dynamic base, but also a secondary objective. Placing one in the right spot where it’s used is important for the faction. Defending it is important. Destroying it is important. Players could be rewarded for its use (rewards good placement), its defense and its destruction.

    Make a bunch of such secondary objectives and put a higher emphasis on completing these objectives. Even if you ultimately lose the battle you would be rewarded.

    You could also create automatically created objectives. For example if the enemy is holding a chokepoint for a while this becomes marked on the map, and you already get a reward for assaulting it repeatedly. The big reward is given when the chokepoint is captured (or for the defenders if they can push outwards and hold ground beyond it for a short while). Should the player die in a rush and the chokepoint is captured immediately afterwards then you are still credited. After all someone has to rush in first and die so the rest can follow. The game already is capable of doing this, as seen with the hotspot system. All it has to do is track troop concentrations and death locations, which it already does. Then mark it on the map and minimap.


    Another idea would be to focus less on the individual and more on what the team accomplished. If you overload a generator then only the guy who overloads it gets the credit, even if he just saunters off and someone else defends it. Players should get a small reward for what they accomplish, and a bigger reward every X seconds based on what his nearby allies and they themselves accomplished in that time. That way the Medic who revives people still gets credits for kills made by the rest. The Engi keeping a MAX farming gets more rewards. In essence you are being rewarded for being an efficient team, rather than for being selfish and killstealing or farming at the cost of your team. Build a dozen directives around this as well so we have less focus on killing and more focus on doing team stuff.
    • Up x 1
  4. Johannes Kaiser

    What would be a good start is, say, 2000 XP for winning a base cap, both for attackers and defenders. Makes it worth it for both sides. This means that theoretically players should flock to defend bases as much as attack undefended ones now, as the reward is actually greater (same XP, plus kills, assists, ammo, revives, etc). Also allow bases to change outfit ownership when successfully defended, to the outfit that contributed most to defending it. Means instead of just *taking* ****, now *actively holding onto it* is equally important, plus of course the one-time drop for everyone who contributed as usual. All rewards being equal should somewhat discourage zerging over defenseless bases, as it may still be fast, but it's no longer the most "rewarding" playstyle.
  5. OSruinedPS1

    Every time 1,000 point base starts to get halfway capped half the players on the server, including me, jump into the battle to get that free XP. We make zerging worse. Simply increasing the reward would make zerging much worse.

    Zerging is already killing the game.
  6. Redfeather1975

    What if the longer a base is held by a faction the more xp it's worth when it gets captured, AND defended.
    And the more you kill the same players within a short timeframe the less xp they are worth.

    Or does it work like that already.