@fysics3037 said:
@theblackbellamy I think it should definitely apply to both. A square root function offers diminishing returns (y) for the amount of time (x) meaning that it'd always be more worth playing a second match and winning that than dragging one out forever.
If the baseline Win XP is substantial (lets say at 1 min), and then rapidly diminishes the longer a fight goes on after 1 min, then this is something I can absolutely get behind. Maybe even a fractional power function (x^0.3 or something), as this is even more motivation to end the fight quickly, while still rewarding some XP for fights that extend inadvertently.
Both parties are putting in equal effort and I don't think the loss XP should ever catch up to the win XP.
Let's say you're in a sloop fight that you clearly have the upper hand in, and an open crew, non-HG, no-emi gally comes in all "sHaReD wOrLd aDvEnTuRe gAmE" and hard focuses you. Pretend you're just a casual player, and let's say you lose.
If your activity was greater than the opposing sloop's activity, would you not want your effort to grant you at least as much XP as the winner received? I mean maybe this comes down to personal differences, but I think it's a fair ask lol. It would certainly be more motivating to the player to continue, hopefully re-queueing against the same player and getting their fair one.
I don't think Loss XP should ever surpass Win XP, but in the fights where both parties are putting in equal effort, then wouldn't it be nice if both parties are awarded accordingly? This is why tracking (and comparing) things like cannon hits, repairs, boarders killed (and other metrics, depending on how complicated or simple you want it), would help reflect how much XP the loser gets; regardless of how you scale it along time.
If I spend 1 hours in a match vs 15 minutes I want to be rewarded more for the one hour of my time. However, if it was linear or rewarded more over time then just farming a bad player would be a better option. Faster matches should be ideal, with more reward offered for longer matches so it doesn't feel near pointless after 45 minutes.
No, I hear you, spending an hour in a match vs 15 min in a match - you're clearly putting more effort into the former over the latter. And provided that the current Win XP is baseline (1 min), faster matches would still be ideal.
No disagreement here.
And on the topic of sails, they've made PL and other similar "goals" much easier to hit over time and offered no extra benefits. Even stuff like gold PL set, year one PL was not much different from year two PL. I just don't think it's necessary, and it'd prolly bring a bunch of cheaters along and ruin the mode for months.
Wouldn't effect me either way, but the reason I said "Overachiever" is because those are the name of a set of sails, awarded to players who hit certain achievements before changes were made. After they shut down Arena, they let us keep the nice PL weapons and everyone thereafter only had access to the Barney PL set.
It's not like Rare hasn't done it before, even though they haven't done it for every little thing they later ended up nerfing. But gold bones/ghost doesn't seem like a little thing.
Would it bring in more cheaters? Sure. But pretty much any new HG anything probably would, along with all the other normal activity it would bring in. If "cheaters" are the limiting factor, we'll never have nice things lol.
Besides, they've already said they're not making any changes to HG until they deal with cheaters. So any potential/pipe-dream XP changes would probably take a backseat to their security/anti-cheat cheat plans regardless.