Greetings.
I'm making this thread to discuss the flaws of the current combat reward system and how to possibly improve it.
By combat reward system, I mean how your effort is measured and rewarded.
Currently, each creature has a fixed EXP and Loot table associated with it, and that's it.
On a 1v1 scale, it's perfectly fine.
In any other situation, it's not.
Players will always seek to maximize gains and minimize effort, so it's very important that Cryptic sets a fair and universal reward system that helps make every activity of the game feel meaningful and rewarding.
Onto the discussion.
Why is the current system flawed?
Assume we have an enemy: Bob - 100 HP, Stun for 1 sec (10 sec cooldown) & 5 DPS, and a base EXP reward of 10.
The basic...
Fighting a single Bob.
Here you suffer 1x 5 DPS and 1x 1 sec Stun every 10 sec until you take 100 HP out of the first Bob
In this case, 10 EXP is the default reward.
Slightly less basic...
Fighting multiple Bobs, one at a time, is a relatively linear difficulty increase, at least if you have enough rest between Bobs to refresh enough of your cooldowns and health.
Here you suffer 1x 5 DPS and 1x 1 sec Stun every 10 sec until you take 100 HP out of the first Bob, rinse and repeat.
In this case, you could say 10 EXP per Bob is still a fair reward.
Now it gets tricky...
Fighting multiple Bobs, at the same time, is not exactly a linear difficulty increase.
Assuming 2 Bobs.
Here you suffer 2x 5 DPS and 2x 1 sec Stun every 10 sec until you take 100 HP,
then 1x 5 DPS and 1x 1 sec Stun every 10 sec until you take another 100 HP.
The difficulty is closer to fighting Bob x3, one at a time.
In this case, 10 EXP per Bob is not appropriate. 1.3 times that is a more suitable reward = 1.3 x (10+10) = 26 EXP.
If you argue that AoE solves this, it does not - since AoE is weaker than single target, you will take damage from both Bobs longer than you would if you killed one at a time, wich may or not be a good choice depending on your own ability to survive.
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Assuming 3 Bobs.
Here you suffer 3x 5 DPS and 3x 1 sec Stun every 10 sec until you take 100 HP,
then 2x 5 DPS and 2x 1 sec Stun every 10 sec until you take another 100 HP,
then 1x 5 DPS and 1 sec Stun every 10 sec until you take another 100 HP.
The difficulty is closer to fighting Bob x6, one at a time.
In this case, 10 EXP per Bob is not appropriate. 1.6 times that is a more suitable reward = 1.6 x (10+10+10) = 48 EXP.
If you argue that AoE solves this, it does not - since AoE is weaker than single target, you will take damage from all 3 Bobs longer than you would if you killed one at a time, wich may or not be a good choice depending on your own ability to survive.
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Assuming 4 Bobs.
Here you suffer 4x 5 DPS and 4x 1 sec Stun every 10 sec until you take 100 HP,
then 3x 5 DPS and 3x 1 sec Stun every 10 sec until you take another 100 HP,
then 2x 5 DPS and 2x 1 sec Stun every 10 sec until you take another 100 HP,
then 1x 5 DPS and 1 sec Stun every 10 sec until you take another 100 HP.
The difficulty is closer to fighting Bob x10, one at a time.
In this case, 10 EXP per Bob is not appropriate. 1.9 times that is a more suitable reward = 1.9 x (10+10+10+10) = 76 EXP.
If you argue that AoE solves this, it does not - since AoE is weaker than single target, you will take damage from all 4 Bobs longer than you would if you killed one at a time, wich may or not be a good choice depending on your own ability to survive.
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What I'm implying here, is that making each additional simultaneous enemy multiply the total by an additional 0.3 would make it more fair.
But this isn't just for enemies - partying should have somewhat the reverse effect (but not 100%, in order to encourage partying).
2 players are more than twice as strong as a single player.
So 2 players beating 1 enemy might reduce its experience a little bit, like *0.9 per player, stacking multiplicatively.
So 3 players would mean 0.9*0.9=0.81 times the normal XP.
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I'm not saying my idea above is perfect.
I'm just giving a general idea of how current XP reward systems are flawed and need to be improved to appropriately determine the difficulty of an encounter and reward players for it.
If Cryptic does this, the game will feel alot more satisfying - and justly so.
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