The newer difficulties while welcomed presents a new set a problems that might or should be addressed.
1. Raise the level limit to 25 or 30.
- Players are able to powerlevel too quickly. The gen pop has better stats now meaning they are playing higher difficulties more often.
- Alternately, you could require players with X amount of Prestige points to level from 1- 25/30, while player have reached that milestone to maintain the 1-20 requirement. This would effective slow down top-player progression rate thus allowing those lower on the totem pole to catch up (at least until they hit the milestone).
2. XP carryover into a experience bank.
- One of those most common complaints is losing XP at level 19 to 20 graduation. It's also one of the areas of the game where most of the cheating occurs.
- Another common complaint is promotion grinding.
- What can be done is to give a Prestige point once a player has reached maxed level (currently 20). Any experience gained after that automatically rolls into an experience bank. The experience bank caps at total of experience required to hit max level. If the player hits the experience bank cap then they are awarded a Prestige point and the bank amount is reset back to 0 (starting over). If the player promotes the character before hit the bank cap then they are awarded those XP points to the respective character level.
- While it has the potential of nullifying the promotion system, it at least gives players the optional path of earning Prestige points without the downgrade necessity.
3. Games on higher difficulties are longer #1, increase default character speed.
- self-explanatory.
4. Games on higher difficulties are longer #2, XP loss due to crashes, kicks and other unintentional game exits.
- I get it. You don't want to give XP till the end of the game to discourage cheaters. It doesn't change the fact that it's a flawed design when you take into account the number of crashed games as well (see cheating comments below).
- There is a lot more XP being lost due to crashes on higher difficulties. It's exacerbated even more given the amount of time put into one game.
- Give out the XP at the end of every zone. Reset the XP pool after it's been divvied. Used in conjunction with the Sprint Rollover plan from #2 and changes to combat cheating (below), there should be a good compromise there.
5. Curb cheating by not encouraging it.
- Shared XP (equal split) is one of the worst divvy systems to use to discourage cheating. It actually encourages cheating especially when there aren't enough safeguards in place. Give XP based mostly on output, not participation.
- Thou shalt not commit idle-try. A fan favorite is drop in on a game an mooch your XP or to have a couple friends carry a low-level while he/she kicks back to watch a movie, feed the dog, run to the store, or whatever one of billion reasons I've heard over mic. If they are producing then don't reward them any XP.
- Noob-gates. Speaking of uninvited guests, make it mandatory to play 50-100 games of the previous difficulty to unlock the next harder difficulty. There are too many players wrecking games in a selfish pursuit to fast-track their stats. Players should be able to be invited to higher difficulty lobbies, but should be prevented from dropping in or creating their own higher difficulty lobbies until they've completed their milestones.
- Host-kicking. Not a favorite feature I'm sure but I think host should be given unilateral power to kick in lobby, not group vote. Once the game has started then it requires group vote to kick.
6. Swap group spawning for individual spawning.
- Group spawning especially on FC causes lag and may in some cases cause DC. On the larger maps or universally, spawn new mooks as other mooks are killed off on an individual basis (yes like ME3).
7. Disable global camera shake for Walking Bomb and weapon "explodes on kill". Fix issues with Barrier that cause lag/freeze.
That's all I can think of for now.
Update: For those of you confused by the XP table from #1, here's how a scaling table would work using the Alternative option:
Hypothetical levels 21 to 30 would be scaled in the same manner as 1-20. The next higher levels become exponentially larger. This would be more effective with option B. Go with this example.
Players with less than 100 accumulated promotion points have a level requirement of 1-20.
Players between 101 and 200 accumulated promotion points have a level requirement of 1-25.
Players between 201 and 300 have a level requirement of 1-30.
so and so forth.
Yes, #2 includes your promotion points with the rollover (for the one person who didn't pick up on it the second time I explained it).





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