Gameplay: XP for successful raids

Suggestions for game development and improvements. One suggestion to a thread, please.
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Mousus6
Posts: 32
Joined: Fri Mar 07, 2025 9:55 am

Gameplay: XP for successful raids

Post by Mousus6 »

My brain is definitely saying that there should be some additional alignment between the rewarded activities and the challenging activities that require co-ordination, at least in terms of experience gain. The current gold standard for slow reliable XP is engineering which also works as a badge grind at a rate of 2.67xp/AP without doing anything clever and no AP wasted on movement. My intuition is that successfully raiding a reasonable target should give xp at at least a similar level to that (hunting can be better than that but it is inconsistent and spiky and I don't think there's actually many hunters who are outpacing the power grinders).

For a reasonable not completely minmaxed ward bashing we can allow 50AP. For the forts we can allow another 50 AP (there's things that boost the efficiency of ward/fort bashing but even accounting for those you probably won't be managing a lot better than that or will be committing other resources). So a successful raid has about 100AP worth of engineering grade xp to hand out 267xp split between ward and fort bashers split based on proportion of the total damage done to the ward/forts since the ward was last full.

To avoid making raiding overly small factions too appealing as an XP farm possibly decrease the xp pool if the capturing faction gets less than 100 renown for the capture as my eyeballed point at which a raid isn't punching down too much, probably proportional to the renown less than 100. Doesn't actually make raiding a good xp source but should make it at least a little less disappointing, except in the event of a failed raid.

Alternatively a less effort to code version just gives xp for bashing wards 1xp/10damage rounding up. Possibly runs to the point of actually being a reasonable xp source for voidwalkers/doomhowlers just randomly ward bashing with destructive blow but that's still nothing on the xp potential of sprites and at least puts you near an enemy ward for hunting whilst grinding no stats.
Thalanor
Posts: 26
Joined: Thu Nov 25, 2021 3:19 pm

Re: Gameplay: XP for successful raids

Post by Thalanor »

+1, I like the considerations to prevent it from becoming a stand-alone grind but making it a part of total successful raid XP instead. Actually having to cap to get the bashing XP distributed, perhaps with a malus (down to 0 remaining) for raiding below your league, makes contribution xp more fairly distributed.
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erikune
Posts: 95
Joined: Thu May 12, 2022 11:38 pm

Re: Gameplay: XP for successful raids

Post by erikune »

If you can get decreasing EXP based on attacker level vs. defender level, then it should be possible to get decreasing EXP based on attacker faction level vs. defender faction level. If the defender faction is such a low level compared to the attacker, that it doesn't give any renown, they the EXP should drop off to little or nothing.

How should things be calculated? Is the goal to award EXP for ward bashing, or is the goal to reward EXP for successful raid clearing? If you want to give an EXP reward for successful raids, then just hand out EXP for every factionmate who attacked the ward/faction members &or is standing on the faction tile/had died on the faction tile when the flag is grabbed. That, or just hand out an EXP reward for everybody in the faction when it happens. Perhaps it would encourage people to join factions more as pure support if they can get occasional EXP gains from successful raids, even when they don't participate.

If you just want to reward ward bashing, then just the standard 1/10th EXP per damage should work well enough. It gives a minimal amount of EXP, but still gives some EXP gain for the ward bashers rather than encouraging them to just spread it out a bit and making more characters focus on ward bashing as well. That depends on if you want to reward ward bashing, as it can result in characters just kicking down wards of small factions purely for the EXP they'd gain as a result.
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Klapaucius
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Joined: Wed Nov 24, 2021 10:36 am

Re: Gameplay: XP for successful raids

Post by Klapaucius »

I think this is a great idea, but I would definitely prefer it if be a more holistic thing, based on contribution and then allocating xp at capture accordingly.

Keep a record of 'raid credits' for any faction.
~50% of credits are allocated based on ward damage
~40% allocated based on buffs and debuffs cast, including area skills like glyphs, rebalance address, intimidating aura, and AoE damage skills, as well as things like advocate anoints.
10% on direct damage dealt to pets and players

Then when the flag is captured, a pool of xp in the same rough order as the renown gets divided up according to everyone's raid credit.

All raid credits evaporate when the ward regenerates to full.

And critically, everyone who participated should get a 'raids completed' statistic.

I think direct xp reward for bashing would not be an ideal solution, though I can see how it would be simpler.
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