One Winged Angel1357 -> The credit problem (12/12/2016 23:07:51)
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So with the change in the EXP curve an interesting new issue was created and that is the amount of time it takes to fully kit out a character. This was brought up in one of the design notes so I have been slowly looking at a hypothetical to see how much of an issue it really is and in the scene I had laid out before myself it doesn't look great. Now onto the issue at hand which is will PvP alone get you enough credits in this MMORPGPvP? The start goal for being full kitted out is 89,000: 25,000 for the IA, 10,000 for each of the four active cores, 6,000 for each passive core. Every level the goal increases due to item stat progression capping out the cost at 138,125 credits. However; there has to be a point where your funds outpace the cost right? Let's go to the numbers and find out. So before we talk numbers let me walk you through the very fictional situation that I used to come up with these numbers. First off it is based on a 50% win ratio build. More than just that is it wins on or below level only with it alternative between win and lose every single match. The player in question is going after the cheapest route to being fully kitted without making a terrible choice when it comes to their robot which means the final loadout is class specific starting primary, basic gun, basic aux, basic armor and the Infernal android. All gear has non seasonal permanent cores so the scene doesn't have to account for the month the player starts in. Finally the scene takes place both before and after the EXP curve so we can see how much changed. Let's also take a quick diversion into EXP gain as how you gain that impacts credits earned. I counted the fights in cycles meaning a win than a loss totaling for 19 EXP and then added in 12 and 7 repeatedly until I had bridged the EXP required to level up. To reach level 40 on the old curve it would take 5,672 cycles and 1 extra win netting you 107,780/107,770 exp. To reach level 40 on the new curve it would take 1,891 cycles netting you 35,929/35,923 exp. This holds up to the 3 times faster claim made by the dev's with an error margin of a single match which is another reason I made the scene the way it is. A cycle is worth 57 credits and the hold over win 37. So let's present you with my silly little graph and then we can talk findings. The legend refuses to not break the graph so I'll just leave it here. Blue is your credit cost, Orange is the Old Curve and Red in the New Curve Without too much effort we can see if you are just starting now you better find yourself some gifts because you have a lot of credit ground to make up, 29,738 credits to be exact for this scene. That is 522 cycles into ranks before you can be fully geared for what is basically our league play. By level 19 the cost to be fully geared has exceeded the amount of credits you have at level 40 which is ludicrous to think about. Even if you cut IA for the much weaker Assault bots you have only saved yourself 5,000 credits and depending on your build have greatly decreased your chances of winning. Even if you go 100% on level victories until level 40 the new credit curve still isn't help you. At level 40 you would have 2994 wins which at 37 credits a win nets you 110778 credits or 27,347 credits short of your goal. By being perfect you have only earned yourself an extra 2,391 credits over the course of play. Now we will head over to the old credit curve and we see because we have to play the game so much longer that by level 29 we are able to be full geared and the next 11 levels can be spent on whatever it is the player wants. Infact they can save all of their credits and have enough to pay off their first 12 ranks at 15,000 a rank when they hit level 40. Gifting, regional wars, and missions all went from extra content you could just ignore if you so choose to content 100% needed if you wish to be anywhere close to competitive with a lot of your gear being just not very suited to the competitive scene. Edit: This post is 100% the reason I asked for the new EXP values to be added to the wiki
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