Maybe also allow PPU to gain some PSI exp when shielding/healing self/others?
Maybe also allow PPU to gain some PSI exp when shielding/healing self/others?
I remember trying a monk and completely giving up at level ~4 because my dex and str weren't leveling at all, I think I'd made a thread about it. I could level it with missions, but any class can do that. I think all I was trying to do was punch spiders until I got to level 4 str and dex so I could use basic armor. I spent like 20 minutes punching spiders and I received 0 overall xp for those 20 minutes and dozens of enemies killed, aside from a very small amount of CON xp from being hit sometimes.
In my opinion this would be ideal:
1.) Leveling your main stat the primary way slowly levels your other skills on a ratio based on what those other skills max level are. So like as a monk, when you're dealing damage with spells, most of that XP should go to PSI, but a small portion of it should also automatically go to those secondary stats like Str, Dex, Con.
2.) Additionally, doing a thing that is related to a main stat should give you some fair amount of experience in that main stat, regardless of what class you are. So a monk using a Dex melee weapon should level Dex, and a tank using an Int based implant tool should level Int.
I agree with this thread +1
I'd also like to bring up team XP. I have found that even with identical teammates (same rank, weapon, class), I get more XP solo than in a team. PEs being able to cap everything while in a team is nice, but I still find teaming discouraging; I usually have to team anyway to make watching team health/location easier and to prevent accidental friendly-fire soullight loss.
Bad Dragon
Jack Drake
Run
My Ppu
Nipple Goblin
In the early days, PPUs did get xp from healing spells (as it's negative 'damage' done to a target).
Cue PPUs macroing heal sanctums in P1.
I've been digging around, but it seems XP is a coding issue from what I can tell, at least when it comes to team stuff.
I may, may be able to do something about dex XP for APUs. This will need to be discussed internally though.
Last edited by Bragi; 17-03-16 at 21:11.
Bragi
Balancing
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I've seen things you people wouldn't believe.
Attack ships on fire off the shoulder of Orion.
I watched C-beams glitter in the dark near the Tannhauser gate.
All those moments will be lost in time... like tears in rain...
Time to die.
Ideally what would happen is while someone is healed, the PPU would generate xp as a percent (for instance 50) of the xp earned by the person being healed.
For example:
Suppose you have a three person team, an APU, a tank, and a PPU. The APU and Tank are aoeing and let's suppose the apu is generating 1.1 units of xp while the tank is generating 0.9 units of xp. If both are healed, the PPU would generate an additional unit of XP.
The math on this is fairly simple then, with groups of more than 2 dmg dealers, PPUs would actually generate additional (bonus) xp, this encouraging teaming.
I've seen things you people wouldn't believe.
Attack ships on fire off the shoulder of Orion.
I watched C-beams glitter in the dark near the Tannhauser gate.
All those moments will be lost in time... like tears in rain...
Time to die.
There would be significantly less XP gains than during betail given there aren't even 1/10th of the runners flowing through there nowadays.
Plus... Who cares. If people are capping characters, they might actually be playing the game. Something this the pop needs. Badly.
Imposing a fix from yesteryear which was designed to thwart a few players, who undoubtedly went and found another way, has negatively effected hundreds if not thousands of "good" players. Isn't it time to try a new approach?