Dythark

Half Mod

Total Posts: 402
Online Status: Online
Tue Sep 11 18:32:35 EDT 2012

Here's a few ideas that I have had. 
Exp from raids. In my mind initially I would think it should should be some that is based on the strength of the boss. For example: The Golden Knight's strength is based off of 10 npcs at Level 150. So I think that each successful raid should net each player in the raid exp equal to killing 10 level 150 npcs. So 1270 exp per person. This could be augmented as CK said with something like:

Survive the raid +10% exp.
Defeat an enemy +10% exp for each enemy killed.
Form a raid +10% exp.

Also, because, in my opinion, 1270 exp is not all that much for the time it takes to defeat th GK there should also be boss levels. Basically you take the bosses overall power and put the in groups.
Example:
Bosses Power

1-25,000              Level 1 Boss        No Bonus
25,001-50,000     Level 2 Boss       + 10% exp
50,001-100,000   Level 3 Boss        +20% exp
Etc

In my mind the GK would be about a level 6 or 7 boss so players would gain an additional 70 or 80% exp for raiding it (2159-2286 exp)


Edited 1 time(s). Last edited by Dythark @ Tue Sep 11 18:33:05 EDT 2012

Dythark

Half Mod

Total Posts: 402
Online Status: Online
Tue Sep 11 18:55:43 EDT 2012

Also, this was CK and Diddy were having a discussion the other day about this but I wasn't able to stick around and see what they decided so I'll just post what I've come up with here and they can just deal with it. (smiley)

As far as Guild vs Guild raids go, personally I am against these costing players any exp if their guild loses. I think it could end up costing us a lot of players if they keep losing that much exp without even doing anything (a**uming that all players in guild lose exp and not just ones that join in to defend.)
Also, if only players that join raids lose exp a lot of players would probably rather sit it out instead of risking their exp.
 So, instead of exp rewards I propose this for GvG raiding (this also could be implemented for GvB raids):
Players gain cash from raids. Basically a certain % of the cash won from GvG raids would be divided up among the players that join a raid. The % could also be changed by the guild leader or a high ranking officer. Example:

Let's say 3 people joined in a raid and the raid won 1,000,000 credits. Their guild leader has set the Guild Tax (finally a reason to use it) to 25%. Of the 1,000,000 credits won 250,000 would go into the guild bank and 750,000 would be split among the players, each receiving 250,000. 

Also, their should be a minimum to how much the guild tax is. That ay the guild should always have money in their bank for other guilds to steal instead of just giving it all to their members.




Dythark

Half Mod

Total Posts: 402
Online Status: Online
Tue Sep 11 19:22:07 EDT 2012

     One of the problems that was brought up in the chat room was, a**uming that each individual member of the guild has to join in the raid to defend their guild from an incoming attack, if more than one raid was being formed on a guild would the players be able to join in more than one defense at a time. I agree that it would be kinda weird if that were possible, so I propose this:
     A player can only join in the defense of 1 raid at a time, however, if another raid is being formed on their guild at the same time the the player can then put that second raid in their queue. Meaning that once the first raid in done they automatically join the second raid even if they are not online at the time.
Also, the raids have to be launched in the order that they were formed. Whichever guild formed the second raid will have to wait its turn. 
     Now I believe it was suggested that the time limit for GvG raids should be changed to 6 hours. If this is the case then I feel that after 6 hours the raid needs to be locked. Meaning if you are the 3rd guild in line to raid another guild, instead of having 18 hours to form your offense 6 hours after the raid was formed no one can join, leave, or cancel the raid you just had to wait it out. The same goes for the defending guild. If they discover that another guild is raiding them 7 hours after the raid was formed then they are out of luck. 

Btw, sorry for the triple posts. I have a bad habit of creating really long posts so I figured that 3 smaller posts instead of 1 giant one would make it less daunting for people to read. (smiley)



Sdiddy73

Member

Total Posts: 1,092
Online Status: Offline
Tue Sep 11 20:42:16 EDT 2012

Ku - o knew ya would take the time to post an idea and damn you are a genius (smiley)

Ck???? what ya think...im on board with what Kuz said....btw still looking for your posting about skills .



Cyberkilla

Admin

Total Posts: 5,984
Online Status: Offline
Fri Sep 14 8:43:59 EDT 2012

Where is my other reply to this thread? I definitely posted something here (smiley)

Well, the search continues for an adequate mechanism with which to award exp...

I need to:
- Reward people for taking risks.
- Discourage raids against much weaker foes by paying out very little exp.
- Encourage more members to join a raid by increasing the exp each member earns.

What must be avoided:
- Easy 2 player raids against large but weak guilds, resulting in considerable exp payouts.
- Weak guilds being destroyed or swiftly eroded by much larger guilds.

The formula will have to take the levels and numbers of members on each side into consideration, or the thing will be riddled with exploits.

I'd also like to add bonuses to the exp gained via guild upgrades.


Invisible War ][

Cyberkilla

Admin

Total Posts: 5,984
Online Status: Offline
Sun Sep 16 11:37:01 EDT 2012

Quote from Kuzachika
Also, this was CK and Diddy were having a discussion the other day about this but I wasn't able to stick around and see what they decided so I'll just post what I've come up with here and they can just deal with it. (smiley)

As far as Guild vs Guild raids go, personally I am against these costing players any exp if their guild loses. I think it could end up costing us a lot of players if they keep losing that much exp without even doing anything (a**uming that all players in guild lose exp and not just ones that join in to defend.)
Also, if only players that join raids lose exp a lot of players would probably rather sit it out instead of risking their exp.
 So, instead of exp rewards I propose this for GvG raiding (this also could be implemented for GvB raids):
Players gain cash from raids. Basically a certain % of the cash won from GvG raids would be divided up among the players that join a raid. The % could also be changed by the guild leader or a high ranking officer. Example:

Let's say 3 people joined in a raid and the raid won 1,000,000 credits. Their guild leader has set the Guild Tax (finally a reason to use it) to 25%. Of the 1,000,000 credits won 250,000 would go into the guild bank and 750,000 would be split among the players, each receiving 250,000. 

Also, their should be a minimum to how much the guild tax is. That ay the guild should always have money in their bank for other guilds to steal instead of just giving it all to their members.


I think raids already give the players Credits at the moment. They certainly get some of the enemy player's Credits, and I think they get some of the guild money too. I'll have to check. (smiley)

I can see why losing exp from a raid would be annoying, especially if you're a weak guild and have no hope of retaliating. I suspect that is a separate issue to correct (you shouldn't be able to raid guilds that are <X% of your power level?)

Having it so that you had to join to defend a raid would be cool in principle, but 6 hours isn't enough. that could be the middle of the night, which would mean that you would be a defenceless target at least once per day, per enemy guild. Seems wrong to me. It'd have to be longer, possibly 12 hours. By which point, the benefits of raiding another guild become very low compared to the inconvenience of having to dedicate yourself to one raid at a time.

I'm also having a hard time coming to the terms with a raiding system where there is give, without take. I feel like there should be something to lose, and experience seems like a prime target.

It all depends upon the sorts of numbers we're talking about here. How do you destroy your enemy if you can't strip their experience during raids? It seems as if one way will lead to EXP with no risk, and the other will lead to many victims and a minority of people actually gaining EXP.

Perhaps the solution is to be very strict with the power differences involved. If the guilds had to be reasonably comparable in power, it might be more fair. You'd lose to people you could potentially strike back.


Invisible War ][