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fsp/exp ratio logic


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Authorfsp/exp ratio logic
'Again, I know it takes money, I know it takes time, but it is possible. What kind of logic is that?'

well doesn't the world move like this?this is the perfect logic,because if u spend time and money anything is possible:P
#19

Hi mate. The mathematics you explained directly confirms that it's not good to get over the exp limit.

So, losing becomes for those players quite a normal thing, but the linearity xp/fsp helps them growing a little bit faster, so, they can enjoy the game again.

And they can also enjoy beating a player who doesn't change his factions, right? ;-)

Anyway, I found this
https://www.lordswm.com/forum_messages.php?tid=1842732

and it's stated there, that


5. The Empress's new educational reform decree has caused a lot of talks amongst the wise wizards of the Empire. It is generally believed that the changes have been made first and foremost to stimulate Lords to win every combat they take part in.
a) Duels and group battles:
The victorious party receives 130% the normal faction skill points and still the normal amount of experience, the defeated party receives 30% of experience and 70% of skill points earned through fight.


We can see clearly, that this system doesn't stimulate Lords to win every combat they take part in, because I think everyone wants to have the highest possible fsp/exp ratio.

b) Every One For Oneself and Blindfold battles:
The first Lord out gets 30% experience, 50% skill; second one - 40% exp, 80% skill; last but one - 50% exp, 120% skill; last man standing gets 100% exp and 150% skill points earned through fight.


So it's best to be second.

c) Battles against AI:
Victory gains have not changed. Defeats grant 30% of experience earned, while the skill gained can be calculated by the following formula: Skill = ([earned exp])/([character lvl]*1000), never bigger than 0.5. For instance, a Lord of combat level 10 would have to earn 5000 exp in order to gain 0.5 skill, but, given his or her defeat, will only gain 1500 exp and 0.5 skill points. This measure has been taken to limit players that intentionally lose AI combats in pursuit of skill points.


But the output is the opposite. In pursuit of skill points it's better to lose 3 hunts with 1500 exp than win one with 4500 exp.

It really goes through this text what Pantheon said - admins consider higher exp gain with the same fsp as a reward. No, it's not, we are back to naviron's first paragraph.
well doesn't the world move like this?this is the perfect logic,because if u spend time and money anything is possible:P

Well that's nice :-P but what about rather spending money on good arts and time on battle skills? ;-)
Basically I agree that more skill should be awarded, but only for something like "heavy" hunts and maybe only in hunts depending on hp destroyed. There perhaps should be in case of success some skill reward, because it isn't same destroying 457 Titans like Kiskoko did alone - 457*190=86830 HP perished on high def Titties :) and gained 7000 exp, 0.5 skill points vs for ex. newly brought to server brutes 19*10=190 hp you gain 30 exp but still 0.5 skill. I'm not saying that ratio should stay linear because than he would gain incredible amount of skill, but to gain something like one glorious and entire - in numbers 1 - skill point would be something really nice. Not to mention that he could gain something like 3 or even 4 complete skill points without disturbing balance in the force. I'm trying to say that it seems like same effort on skill table when really comparing it like this it is beyond silly. After all, I don't expect exp/skill ratio to change, and I am not complaining, more like merely expressing that jrf have point as well as other did. I agree that it is about balance and therefore of course amount of skill points would have to be capped somewhere, but that would probably also motivate hunters to keep working hard on impossible hunts even if they lost it previously because more skill would be gained. Since now max skill level is 12, I don't see how this would compromise all balance through game and on the other hand it just might make impossible hunts more pleasurable :) So jrf You do have a point there, however all above said I find current system is optimal. What might be add on this is that it now only penalize intentional AI fight lose, where it doesn't reward brilliant and successful ones. So in that field in particular or in something alike there could be room for balanced improvement.
My dear jrf... :)

I have played this game since a while and it's not the first time I see things which are not logic. But what you posted here fits perfectly and it's fully logical if you realize that this game is not to be played by comitting yourself to a single faction (as I stubornly do), but raising all your 7 faction levels. You can easily check that from the damage formula. Why do our admins want this way? Simple. From the same reason they decreased the gold earning factor. The same reason they modified the TG structure. What other example do you want? ;)

My only piece of advice to you is: try to enjoy as much as you can this game with or without updates. I certainly wanted to give up this game many times due to "irational" updates, but, what the hack, I still play it. ;) I no longer care about how often I am able to play this game due to the updates, I still enjoy a good fight with you and my friends here.

Good luck!
https://www.lordswm.com/pl_info.php?id=4385827

this player has incredible trick he only wns he hunts which makes a nw record and loses ( purposely ) the hunts which don't. This gives him less exp but look at his money, joining date and faction skill points!
sorry some spelling mistakes in the last message...
game changed many times already, dont confuse stuff from past!
game logic is correct: win gets u xp & fsp that brings u closer to the top.
however, if somebody believe that 10x loss is better than 1x win then he may follow such path, indeed he will make profit of approx ~10% more fsp, but do u feel like winner, really?? win gives u boost to the higher lvls, loss makes u tank that could eventually make another battle win, its very nice logic, pure perfection! this way nubs can eventually win!
also true, many players do misuse it in their own gain, but dont confuse that with PAST! that profit of fsp is so small that actual retards are themself!

ps. for those who not know true tricks of past, loss was back then overpowered, because u got (almost) 0xp and full fsp! DO NOT CONFUSE IT WITH CURRENT STATE. there is no more loss realm.

if lvl1 flvl9 is better than lvl15 flvl1 then u live in illusion! top5 have always been spoiled brats of server & will always be!! they get free money free progress, hell even free uic, what more u dont understand?! how can be better to loose and stuck then be top5?! only reason why ppl may want do this is to save some money and get small goals, like need 1fsp till new flvl otherwise its illogical to loose over win!

2nd story: tg, "u must loose to win." here u can blame admins for inconsistency and intentionally forcing players to loose.:(
I think all players (no matter what level) should be able to increase fsp/xp ratio if they wish to do so.

In this game I see two types of players:
1) players, who want to get as much xp as they can.
2) players, who want to have as high fsp/xp ratio as they can

Why not satisfy both types of players?

Give a choice to players (at some price of course) how they want to build their character (this is a strategy game after all).

1) Normal:
Effect: 100% xp, 100% fsp
Cost: 0

2) Potion of "Double XP":
Effect: 200% xp, 100% fsp
Cost: 500 gold per battle

3) Potion of "Quad XP":
Effect: 400% xp, 100% fsp
Cost: 2000 gold per battle

4) Potion of "Double FSP":
Effect: 100% xp, 200% fsp
Cost: 500 gold per battle

5) Potion of "Quad FSP":
Effect: 100% xp, 400% fsp
Cost: 2000 gold per battle


The price of potions can be other.
+1 diamond purchase only:)

btw im player who concerns on tg only, so im neither ur type1 or 2, and probably theres more players outhere who does not fit in your divisions, so your pov is your vision.
the thing is, game is perfect as it is, what are you proposing is illogical & leftover of past conditions, which are no more active & therefore should be forgotten. true, there were players who efficiently used loose system when it was profitable, but that was "like bad bug" if u ask me and should not be allowed!

main goal is top, not bottom! therefore what you asking is nonsense; u want to rule over nubs with your time based tank ability, which is same as cheating!
u want to show ur power, well show it to everybody, dont harass nubs!

what looks good on low lvl its just normal on high lvl.
fsp bottles would be a cheat obviously, and of course this thing was fixed from being far worse in the first year or so of heroes. back then you could lose over and over, now for losing on purpose you can be very severely fined and even banned
people,stop breaking the balance - game is good as it is.
This topic is long since last update and considered obsolete for further discussions.
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