Solution to "spot" claiming toxicity - Rework of the XP/Loot received

Stuff you would like to see in the world of Eliatopia.
Post Reply
squid
Posts:29
Joined:Sun Mar 21, 2021 3:12 am
Solution to "spot" claiming toxicity - Rework of the XP/Loot received

Post by squid » Fri Mar 26, 2021 9:22 am

The players want to take spots as they want to get all the loot and xp.
This topic is related to this issue: viewtopic.php?f=1&t=3713

The solution is to reinvent how it is distributed so there is no longer the need of being constantly aggressive aginst other players as currently the game is working.

Currently the game gives xp related to how much damage the player dealt to the monster, and the loot is hunger games based making everyone aggressive each other.

In replace to that, the XP should be calculated by the expectation of damage the player could cause to the monster, how long would it take to the player approximately to kill the monster.
So the XP would depends on this expectation, (considering weapon speed, weapon type, crit chance%, skills unlocked, defence of the monster and damage output of the player).
depending on this factor it gives x% of xp,
(For example, if the player expectation of damage would be to kill the monster in x seconds, the xp would be x% of the 100% of the xp that could be provided, the staff of the game decides in how much seconds is required to receive 100% of xp)

Perhaps if the player is actually fighting alone the monster (no other player has attacked the monster) then the xp is guarantee 100%, but I consider it counter productive as the reason of this rework is to stop the "spot" problem, the formula above should be used in all scenarios, solo player and multi-players).
This both forces players to not be able to create alt account to tank all damage and also eliminate the "spot" issue.

This way other players are not the reason of receiving less xp but actually the reason is related to the player itself.

_

About the loot:
The loot already got a % chance of dropping, it should drop randomly for every player. Each player get different loot,
There could be a rule that is about the damage dealt of course, if not, low level players would farm high level monsters.
For that, we can use again the damage expectation, if the player expectation of damage in x seconds is x% of the monster health, then it has x% chance to get a loot.

This way other players are not the reason of receiving less loot but actually the reason is related to the player itself.
The loot not taken is later shown for every player on the room for x seconds then it disappears.

User avatar
CrazyVanilla
Posts:1227
Joined:Fri Jul 03, 2020 11:21 am

Re: Solution to "spot" claiming toxicity - Rework of the XP/Loot received

Post by CrazyVanilla » Fri Mar 26, 2021 1:21 pm

Sorry but no support. Spotting sure is annoying, but just ignore them or say "nah" and keep grinding. There is no need for any ingame changes because of spotting. The only reason spotting exists is because people believe it and follow it, if everyone just ignored it when someone says it then they would probably stop.

Also, competing against each other to grind is a main part of the game.
Image

Post Reply