GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him
hardcore old-school turn-based PvP game with full loot drop where 
you can take all of your opponent's equipment after killing him
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What's with the low XP for losing?

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What's with the low XP for losing?
I recently started playing again and noticed a huge change in the amount of XP awarded for winning/losing a game. For example, in the last game I won I made over 1000 XP, yet in the last couple of games I lost, I made 30 or 40 XP(!), even after almost finishing off the other team. I don't remember the XP awards for losing being so terribly low.
How are players supposed to advance once they've lost their gear and start each game with the odds stacked against them every game?
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You probably loose to players of lower level than you or you play naked.
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Xenomech: and what are you expecting for lose ? fireworks ?
do you think that ppl at Normandy will also takes the hills after death ?
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You probably loose to players of lower level than you or you play naked.

Nope, neither. I once got 59 XP with the 60% bonus for being equipped. WTF is that?
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Xenomech: and what are you expecting for lose ? fireworks ?
do you think that ppl at Normandy will also takes the hills after death ?

I expect a reasonable XP gain to make the game worthwhile, that's all.
And this isn't WWII. It's a game.
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Nope, neither. I once got 59 XP with the 60% bonus for being equipped. WTF is that?

Then you did almost no damage. Experience = damage.
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my advice Xenomech? hold out for games you have a chance at and start there... once you win one try to ride that streak as long as you can - games come in streaks...
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Then you did almost no damage. Experience = damage.

Killing two people counts as almost no damage?
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I think the experience multiplier currently is a little flawed.
I've noticed that certain multipliers take effect in a certain order, but this is only a theory...
First to resolve is level differential. For each level you are above or below your target, you get 10% less or more experience respectively.
The second factor is the win/loss result. A win grants a full multiplier, but a loss costs you with only 20% in a team game or only half in a FFA with more than three players.
Everything below this line factors in from what the above two totaled to.
Third to resolve is the clan bonus. Fight on a controlled map... get a boost of 10% from what you earned from the fight's outcome.
Next is the size bonus. For each player past the second, each player earns an additional 5%. So a 6 player game nets everyone a 20% boost.
Fifth to resolve is the equipment bonus. 20% per unit that starts with gear is added to whatever you earned. So starting with a full load nets you 60% more experience.
Lastly... is the "Double Experience" feature in the Cash Shop. Basically, it doubles whatever your earned EXP was. It does NOT double the bonus experience factors!
That's how I think the experience is scored. Suggestions are welcome!
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Just FYI...
I just finished a 1 on 1 game with an opponent of equal level. Went in with the 60% "all players equipped" bonus, inflicted 2/3 of the total enemy team's health worth in damage, lost the game, and ended up with 48 XP.
This is compared to the 1,000+ XP I earned defeating a player two levels lower than me a few days ago.
That's garbage right there. This is not right.
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Reply to *DELETED*
If avarage player at your level has under 150 HP and you inflicted 2/3 of health which is under 300 and you loose, you will earn 20% of 300 which is under 60 of exp. Can't see what your problem is. Just win more.
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I seriously think that there is too much stress on winning games. Only getting 20% EXP for a loss is a steep penalty to pay.
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If avarage player at your level has under 150 HP and you inflicted 2/3 of health which is under 300 and you loose, you will earn 20% of 300 which is under 60 of exp. Can't see what your problem is. Just win more.

Okay, I let it slip the first two times you did this in this thread, but now I'm gonna give you some free advice. Now that you are trying to make money from this game, you have to understand two things:
1. You can't act like a prick to your users and expect them to stick around. Responding to legitimate gripes with insults and accusations is not the way to go.
2. You need to seriously look into why people play games and what makes games fun. Here's an article on loot theory, for example. Seriously, look into the whole concept of game rewards and what makes a game successful.
Honestly, if you don't want Gunrox to be completely forgotten in a year, you seriously need to work on these two things.
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I seriously think that there is too much stress on winning games. Only getting 20% EXP for a loss is a steep penalty to pay.

Nail on the head.
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true
especially when u have killed all but one of the other team and u get less than 100 xp ☹. I think a kill should get a xp bonus . it may also give more reason for players to stand ground and try and get that xtra kill before they die instead of running. Maybe 50 xp per kill. so kill 2 get 100 xp + damage maybe 150 - 200 xp . nothing massive like a win but will still slowly lev up.
I lost about 1300 enkord cash worth of weapons to win almost no xp even though i killed 4 of the six enemy players. Winning xp is great but losing is really low. Maybe ill give up using cash shop and just play for free just as much chance of getting xp plus no cost to me. Some matches can last an hour with only one player left on each side , great while ur playing but lose and come out with only 50 xp doesn`t leave u feeling like playing again just feels like u wasted an hour and lost ur weapons for nothing.
Edited 1 hour, 21 minutes later by . Reason: more to say.
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Okay, I let it slip the first two times you did this in this thread, but now I'm gonna give you some free advice.

Thank you for your advice but I prefer if you could just keep it to yourself.
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Some matches can last an hour with only one player left on each side , great while ur playing but lose and come out with only 50 xp doesn`t leave u feeling like playing again just feels like u wasted an hour and lost ur weapons for nothing.

The problem with giving more exp is that the more exp we will give on loosing, the less incentive there will be for people to win.
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Thank you for your advice but I prefer if you could just keep it to yourself.

I'm sorry you feel that way. With that attitude, you're gonna need all the luck you can get in order to be successful.
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The problem with giving more exp is that the more exp we will give on loosing, the less incentive there will be for people to win.

I dont mean any major changes but a small xp bonus for kills would slightly increase the losers xp and give reason to go for that last kill when u only have say 24 hp the closest unit is in the red u have a choice kill him and lose the match or run and still lose but drag the game on in case of disconnect or ur oppenent making a big mistake (unlikley at high levels) which can make games really boring. If i knew id get that bit more xp not another tiny 5-6xp more but a kill bonus of 50xp
my mind would be made up for me. if u added this bonus after other modifiers it would not increase the winners xp much but slightly increase the losers and give some reward for getting kills
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The problem with giving more exp is that the more exp we will give on loosing, the less incentive there will be for people to win.

That's not a very well thought out argument. What it really is doing is giving less incentive for half your players (i.e. those who lose) to play. And if those half quit, half of the remaining players become losers and the cycle begins again.
Winning is its own incentive; you need something to keep the people who lose from quitting entirely. There is an obvious focus in awarding winners at every opportunity, and the game is suffering for it.
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Download Play Now GUNROX is a hardcore old-school turn-based PvP game with full loot drop where you can take all of your opponent's equipment after killing him