Suggestion:20071204 How to get rid of 10,000xp stockpiles

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This suggestion was voted as spam and closed for voting, with 2 keep, 3 kill, and 10 spam votes.


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20071204 How to get rid of 10,000xp stockpiles

Jon Pyre 18:20, 4 December 2007 (UTC)

Suggestion type
Skills

Suggestion scope
All players, survivor and zombie, that have earned all skills and have too much xp

Suggestion description

This is an idea of how to use up that infinite xp that keeps piling around. This si also designed not to give an unfair advantage to older players with thousands of experience. I suggest two new skills, Survival for survivors and Instinct for zombies. You can only purchase them at level 10.

What this does is sometimes give you a do-over button for certain failed actions. You're experienced enough to sometimes salvage what would be a failed attempt for a greener fighter. For instance a survivor swinging an axe might get this message if they were going to miss:

You realize that your swing is off, but may be able to correct yourself. [Draw On Experience XPCOST]

Or a zombie hitting barricades might see:

The barricades creak, but you notice a weak plank you might be able to grip. [Draw On Experience XPCOST]

You would only get this message randomly on 4% of failures, so the option to draw on experience would probably only appear once every day or less. Drawing on experience makes you perform the action correctly. So that axe would hit the zombie and that hit would damage those barricades. The cost is it uses up 10% of the experience you currentlym have, and you would need at least 100xp in reserve for it to even be an option.

This is a rare but useful bonus. Every other day you'd get in an extra hit. And it's cheap for new playerss too, possibly only costing 10xp per use. However to benefit from this players with large amounts of xp would need to pare down their stockpile. I have about 10,000 xp and for a while each time I use this it would cost me 1000xp! This gives high level players a choice: slowly let their xp hoard diminish, or keep tons of xp but forgo this nice little bonus three or four times each week. If a player is miserly and wants to save a gagillion experience forever then theoretically

This would cause everyone's XP to reach a certain equilibrium, balanced between how much they xp earn and how often they use this. Since nobody can earn 1,000xp a day I couldn't maintain 10,000xp and it would put me on equal footing with all new players.

Funt Solo's Prestige suggestion pointed out that players use xp as a ranking of how long/much they've played, and using up xp would decrease that "score". To preserve that I suggest a new stat on your profile TOTAL XP EARNED. That way you could both eat your cake and have it too.

Voting Section

Voting Rules
Votes must be numbered, justified, signed, and timestamped.
# justification ~~~~

Votes that do not conform to the above may be struck by any user.

The only valid votes are Keep, Kill, Spam or Dupe. If you wish to abstain from voting, do not vote.


Keep Votes

  1. It's a percentage It doesn't help old players more than new ones. This is specifically designed to give all players the same general amount of experience in reserve. You would never be able to earn too much experience because the cost to use this would rise to keep pace. Also it treats survivors and zombies equally, not provide undue advantage to either side. --Jon Pyre 18:22, 4 December 2007 (UTC)
  2. Keep Hmmmm.... Seems logical. You got my vote! --Waterspark2 04:32, 4 December 2007 (EST)

Kill Votes

  1. Kill - Let's just get into our TARDIS and go back in time, right? Randomness is a part of games like this. Games are better with no guarantees. --Pgunn 18:27, 4 December 2007 (UTC)
    • Re There are no guarantees. The appearance of this button is in itself a random event, and a rare one at that. It still leaves every battle up to chance. --Jon Pyre 18:32, 4 December 2007 (UTC)
  2. Kill - You know, "infinite XP" isn't a problem. --Midianian|T|T:S|C:RCS| 19:23, 4 December 2007 (UTC)
  3. Flawed - Since it draws on a percentage and only needs a 100XP stockpile, a player with 100XP who uses it drops to 99 and can gain 1XP easily and use this whenever available.Studoku 23:32, 4 December 2007 (UTC)

Spam/Dupe Votes

  1. Spam - Yet another epically poorly thought out suggestion. Advanced players would be getting the bonus all the time, and would still have at least 200+ exp banked up at all times, which is just as bad as 10000 when it comes to new skill implimentation. This doesnt solve the problem it sets out to solve, hence spammage. Oh, and it would devour IP hits. We only have a limited number of them per day. --The Grimch U! E! WAT! 18:27, 4 December 2007 (UTC)
    • Re I don't see the difference if people get a new skill as soon as implemented or have to wait one day. This isn't attempting to keep people at 0 experience, but to provide a purpose for experience after you have each skill. I don't care if people have xp in reserve for skills. That's not the focus of this suggestion. Why shouldn't they? They've put in the time playing. This is just meant to provide a benefit from xp between skill implementations, and give an equal playing field no matter how much you've earned so far. And IP hits are used anytime you do anything in UD, I don't see the relevance. --Jon Pyre 18:30, 4 December 2007 (UTC)
  2. Spam - Overpowered, older players would never really run out(doesn't really help that it's combat accuracy for survivors either). It makes it easier to gain experience at the cost of experience and not only that but it increases accuracy to 100%.--Karekmaps?! 18:52, 4 December 2007 (UTC)
    • Re It doesn't increase accuracy to 100%. It improves your overall accuracy by whatever 4% of your failure rate is. For a zombie with 50% accuracy that means their hit rate would rise by 2%. That's 52% accuracy, not 100%. And older players would never run out, but neither would any player with every skill. This makes an equal playing field whether you've been here six months or fifty years. --Jon Pyre 19:02, 4 December 2007 (UTC)
      • Whenever you use this you get a guaranteed hit, you may only be able to use it 4% of the time but it is still 100% accuracy. The 4% of the time means that people like you with 10,000 Xp will have time to make up the difference, new players need to build up Xp before using it, you already have that.--Karekmaps?! 19:10, 4 December 2007 (UTC)
  3. Spam - "Can only be purchased at level 10" I'm level 41. --  AHLGTG THE END IS NIGH! 19:23, 4 December 2007 (UTC)
    • Re They can be purchased above level 10 too. You know, "You must be 21 to drink" doesn't mean that 23 year olds can't drink. --Jon Pyre 19:37, 4 December 2007 (UTC)
    Yeah, I thought so. Does this anti failure % apply to anything that has a % chance? So, looking for items, or extracting DNA from a rotter.--  AHLGTG THE END IS NIGH! 19:46, 4 December 2007 (UTC)
    Discussion continued on Talk page.--Karekmaps?! 21:35, 4 December 2007 (UTC)
  4. Tired Spam - Sorry Jon, but i'm sick and tired of all of these using XP suggestions, there's just too many at once and I'm sick of voting on them. No offence, but next time, beware of the timing of a suggestion. Acoustic Pie 20:06, 4 December 2007 (UTC)
  5. Spam - I think this meets the criteria for spam. --Funt Solo QT Scotland flag.JPG 20:48, 4 December 2007 (UTC)
  6. Spam - -- dǝǝɥs ɯɐds: sʎɐʍ1ɐ! 23:13, 4 December 2007 (UTC)
  7. Above and up. --•▬ ▬••▬ • •••• •▬ ▬•▬• ▬•▬ #nerftemplatedsigs 23:23, 4 December 2007 (UTC)
  8. Spam - Enough is enough --Ryiis 23:25, 4 December 2007 (UTC)
  9. Spam - Infinite XP is not a problem... as to this suggestion, well best left unsaid what I think of that... as above will do -- boxytalk • 23:45 4 December 2007 (BST)
  10. Spam - Using XP to give bonuses is fun, Funt's idea is the best I've seen so far. --BlobdudeTalk TM MC 00:23, 5 December 2007 (UTC)