How to Fix EXP

Simple, a multi-layered system. I will make the numbers as simple as possible to make it easier to understand:

Winning a game - 5 EXP

Game completion - 4 EXP

Positive K/D ratio - 2 EXP

Playing the objective - Capture one flag, 1 EXP. Capture two flags, 2 EXP, and so on. Territories, oddball, and all other objective gametypes you guys can suggest.

Experience for medals - How many medals you get rewarded during the entire game, 10 medals 1 EXP, 20 2 EXP, and so on. Also, this thread has a pretty good idea, and you should give it a read.

Quitting a game - -10 EXP

Additional Information - EXP from any of these categories would only be rewarded to you if you completed the game, unless of course you quit and lost 10 EXP. This system would relate to rank in ranked playlists, while a separate credit system could be coupled with this relating to armor unlocks.

Thoughts?

How about True medals? I think they’re a pretty good idea. Well, maybe it’s just because I made it.

Thread

I like the basic idea, but I would prefer something like this:

<mark>Game Completion:</mark> This is just for finishing the match. It would vary slightly based on the length of the match, but the credits rewarded would be very low. This would be to discourage AFKing and the like

<mark>Objective Completion:</mark> This is basically “did you contribute to the objective of the match”. In slayer, this would mostly be kills and assists. In objective gametypes, there would be fewer credits rewarded for simple kills, and more for contribution to the objective of the match. For example, more credits would be reward in a CTF match to the player who captures the flag, or kills the flag carrier, or returns the flag, and so on like that.

Winning and Losing: Something important to bringing back competitive Halo is rewards for winning. In my credit system, a credit bonus would be given to the winning team or, in the case of FFA matches, something like the top 3 players (like Halo 3’s Lone Wolves).

Lottery: This is just like Halo Reach’s. It’s a small bonus, and would allow for mega-jackpot weekends or the like.

Quitting Penalty: the last thing this system would feature is a quitting penalty. If a player leaves the match, even in the pre-game lobby, they would experience a harsh experience penalty. Naturally, this system would have to be tuned to determine if a player quit, used some form of network manipulation, or lagged out. People who lagged would not be punished, but still would not receive their credits.

In addition, the game would not reward the player until the match is over. This means no credits earned during the match, like in Halo Reach. You want those 2000 credits you just earned? You got to stick it through to the end.

I want to keep credits for buying armor, but if they were to scrap it for a simple experience system, I’d want the same parameters as posted above.

> How about True medals? I think they’re a pretty good idea. Well, maybe it’s just because I made it.
>
> Thread

That’s actually a good idea, adding medals that encourage teamwork. I’ll put a link up there to your thread

> I like the basic idea, but I would prefer something like this:
>
> <mark>Game Completion:</mark> This is just for finishing the match. It would vary slightly based on the length of the match, but the credits rewarded would be very low. This would be to discourage AFKing and the like
>
> <mark>Objective Completion:</mark> This is basically “did you contribute to the objective of the match”. In slayer, this would mostly be kills and assists. In objective gametypes, there would be fewer credits rewarded for simple kills, and more for contribution to the objective of the match. For example, more credits would be reward in a CTF match to the player who captures the flag, or kills the flag carrier, or returns the flag, and so on like that.
>
> Winning and Losing: Something important to bringing back competitive Halo is rewards for winning. In my credit system, a credit bonus would be given to the winning team or, in the case of FFA matches, something like the top 3 players (like Halo 3’s Lone Wolves).
>
> Lottery: This is just like Halo Reach’s. It’s a small bonus, and would allow for mega-jackpot weekends or the like.
>
> Quitting Penalty: the last thing this system would feature is a quitting penalty. If a player leaves the match, even in the pre-game lobby, they would experience a harsh experience penalty. Naturally, this system would have to be tuned to determine if a player quit, used some form of network manipulation, or lagged out. People who lagged would not be punished, but still would not receive their credits.
>
> In addition, the game would not reward the player until the match is over. This means no credits earned during the match, like in Halo Reach. You want those 2000 credits you just earned? You got to stick it through to the end.
>
> I want to keep credits for buying armor, but if they were to scrap it for a simple experience system, I’d want the same parameters as posted above.

All good ideas, I’ll be sure to add some of those to the list (how could I forget game completion!?)

It’s certainly a good idea buuuuut I can’t help having a few gripes with the 2xp for having + K/D. I just get the feeling like somebody would camp out the match to guarantee that 2xp rather than play for the win to get the 4 BUT at the same time risk losing the 2.

>

I have no problem with a game completion bonus as long as it’s small. But I’m not sure about the whole “lottery” idea. IMO a consistent xp system is better.

> It’s certainly a good idea buuuuut I can’t help having a few gripes with the 2xp for having + K/D. I just get the feeling like somebody would camp out the match to guarantee that 2xp rather than play for the win to get the 4 BUT at the same time risk losing the 2.

That’s why +K/D ration is only 2 EXP, while you have incentives like medals and objective play to maximize your EXP to encourage you to go out and not camp.

> >
>
> I have no problem with a game completion bonus as long as it’s small. But I’m not sure about the whole “lottery” idea. IMO a consistent xp system is better.

I have a much larger document that goes into the use of the lottery. Basically, I would keep it in there for “Jackpot weekends”, something similar to Halo 3’s double experience weekends.

> > How about True medals? I think they’re a pretty good idea. Well, maybe it’s just because I made it.
> >
> > Thread
>
> That’s actually a good idea, adding medals that encourage teamwork. I’ll put a link up there to your thread

Thank you, thank you very much. :smiley:

edit: I just noticed when I clicked on it, it didn’t send me there. I think it’s becasue of the “http://” in the front of the link.

> > >
> >
> > I have no problem with a game completion bonus as long as it’s small. But I’m not sure about the whole “lottery” idea. IMO a consistent xp system is better.
>
> I have a much larger document that goes into the use of the lottery. Basically, I would keep it in there for “Jackpot weekends”, something similar to Halo 3’s double experience weekends.

Oh OK then my bad.

> > It’s certainly a good idea buuuuut I can’t help having a few gripes with the 2xp for having + K/D. I just get the feeling like somebody would camp out the match to guarantee that 2xp rather than play for the win to get the 4 BUT at the same time risk losing the 2.
>
> That’s why +K/D ration is only 2 EXP, while you have incentives like medals and objective play to maximize your EXP to encourage you to go out and not camp.

I suppose it would be very rare someone would just camp to be guaranteed the 2 xp. But it would still p*** me if when it happened. But I’m sure I’d get over it. This idea’s certainly the best I’ve seen posted so far.

There should be no cR penalty for quitting if they’re gonna use a little cR. that’s just BS if the match is so laggy you can’t even play. As for an exp system for ranking… wouldn’t bother me any. EXP penalties would be A-OK cause not many would even care about the exp and their ranks… or their stats if they’re just playing to play, like I do.

Laggy game or dinner is ready? just quit. Exp and rank really means zilch like in Halo 3. Now couple that with cR and unlocking armor. People actually trying to win for their rank, exp, AND cR. Needing that certain rank for this or that armor they want.

> Simple, a multi-layered system. I will make the numbers as simple as possible to make it easier to understand:
>
> Winning a game - 4 EXP
>
> Game completion - 2 EXP
>
> Positive K/D ratio - 2 EXP
>
> Playing the objective - Capture one flag, 1 EXP. Capture two flags, 2 EXP, and so on. Territories, oddball, and all other objective gametypes you guys can suggest.
>
> Experience for medals - How many medal you get rewarded during the entire game, 10 medals 1 EXP, 20 2 EXP, and so on. Also, this thread has a pretty good idea, and you should give it a read.
>
> Losing a game - -4 EXP, I’m not so sure about this idea or if you should lose less, but it’d give more of an incentive to win and all it would do is cancel the other EXP you earned in the game from your K/D ratio, objectives, and medals.
>
> Quitting a game - -8 EXP
>
>
> Of course you ramp up the amount of EXP to the next rank to even out the pace. I’m trying to keep this list simple for easy reading so sorry about not going too in depth. If there’s anything else you think you should earn experience for, suggest it. Thoughts?

No losing penalty and a smaller quitting penalty (4 EXP instead of 8) would make this system perfect.

> > Simple, a multi-layered system. I will make the numbers as simple as possible to make it easier to understand:
> >
> > Winning a game - 4 EXP
> >
> > Game completion - 2 EXP
> >
> > Positive K/D ratio - 2 EXP
> >
> > Playing the objective - Capture one flag, 1 EXP. Capture two flags, 2 EXP, and so on. Territories, oddball, and all other objective gametypes you guys can suggest.
> >
> > Experience for medals - How many medal you get rewarded during the entire game, 10 medals 1 EXP, 20 2 EXP, and so on. Also, this thread has a pretty good idea, and you should give it a read.
> >
> > Losing a game - -4 EXP, I’m not so sure about this idea or if you should lose less, but it’d give more of an incentive to win and all it would do is cancel the other EXP you earned in the game from your K/D ratio, objectives, and medals.
> >
> > Quitting a game - -8 EXP
> >
> >
> > Of course you ramp up the amount of EXP to the next rank to even out the pace. I’m trying to keep this list simple for easy reading so sorry about not going too in depth. If there’s anything else you think you should earn experience for, suggest it. Thoughts?
>
> No losing penalty and a smaller quitting penalty (4 EXP instead of 8) would make this system perfect.

I’ll update it again, but now I have to go to work, I hope this thread survives by the time I get back…

I think:

  • Winning the match = +3 exp
  • Complete the match = +2 exp
  • Positive or negative k/d does not matter.
  • You cannot get exp in game.
  • Quitting in a match = -3 exp

I was actually thinking about a ‘skill’ and exp ranking system earlier. This is what I came up with.

Rank: Corporal. 30 exp or 5 skill points.
Lieutenant. 300 exp or 20 skill poitns.
Commander. 2000+ exp or 40 skill points.
General. 50 skill points.

You get the idea. Obviously figures are open to adjustment. Higher ranks would require both skill points and exp, but the system would work so that if you really wanted to, you could reach a higher rank by just playing more.

If you chose to just play ranked and get ‘skill points’, then you could reach a higher rank than someone who plays heaps.