Quote:
Originally Posted by Jaradis
1) A better xp equation for WO xp.

Right now its a joke. Sorry Silius, I know you guys try hard, but it is. I'm actually penalized by having good gear and getting less comps, meaning less xp. I'm intentionally leaving comps sit for 5 turns to get the recoil comp that shows up after some just to get more comps (xp). The test version of the xp seems slightly better but still off.

XP should make sense. It shouldn't depend on number of clicks, number of comps, etc. The things that should matter are quality (% not grade), efficiency (AP left over), and level relative to you. Something along the lines of:


XP = (base xp + AP Left) * (difficulty rating) * (%Quality) * (difficulty factor)

where:
base xp is based on the level of the work order.
difficulty rating is the rating relative to the player (very easy, easy, moderate, etc)
%Quality is the actual %
Difficulty factor is a hidden value based on the inherent difficulty of the recipe compared to a baseline recipe.

Its a simple formula. And it makes sense. The harder the item is the more xp you potentially can get. The better you make an item, the more xp you potentially can get. Everyone has the ability to choose their method of grinding.

You are actually rewarded for getting to 100% over 76% and by being efficient while doing it.



That is how it works with various other variables and a side bonus in there, but someone can always do it simpler and better I guess.


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