POLL: PLAYERS LEVELED AND DAMAGE FORMULA

Day 965, 09:12 Published in Poland Romania by NOSHADEZS

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CONCLUSION: .
Later EDIT: not enough publicity..
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ENGLISH VERSION:
Romanian version below:
I need help to make a polish version.

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I see myself forced to write this article, observing how little people care
about the effort and time invested in erepublik by those virtual heroes that we all
know as tanks with 800+ damage and now being thrown away from the ranks of erepublik's "upper class" and put together with absolutely everybody.

I am now addressing to the citizens of Erepublik regarding the damage formula and the leveling of players to a certain incapacity to further develop after 6 months, reaching the same capability of those players that invested 30 MONTHS!

and require a vote Pro or Con so we can see if this issue is worthy of an "OPEN LETTER" to administrators and to see if what important figures said about this is actually true:

quote
"they don't really keep proportions;"
and
";I think the majority likes that;"

Well it's not exactly that fair,
because too many important figures are leaving the game.

For those who haven't seen the damage formula yet I'll show it to you:

D = ((1 + (S - 1)/10) × W) + R

* 😨 the soldier's damage
* W: the weapon's basic damage
* S: the soldier's weapon skill
* R: random modifier


http://wiki.erepublik.com/index.php/Military_formulas

That means RupeTot (which was the strongest man in erepublik)(603488 skill points) with a Q5 tank gets:

D = ((1 + (11 - 1)/10) × 14) + 0 = 28 damage


Seems like a lot?

Well in my case (475309 skill points) with the same weapon I get:

D = ((1 + (11 - 1)/10) × 14) + 0 = 28 damage

???

direct x (361317 skill points) with the same weapon he gets:

D = ((1 + (11 - 1)/10) × 14) + 0 = 28 damage ????

Where is the respect?

Like all the other players I am addressing the question, but in the same time I propose the solution and I want you to express your opinion about it and eventually step forward with suggestions of your own.

My suggestion to motivate these players is to make that pile of points mean something, like they meant in V1.
How?

We Analise the situation a bit;
From the admin's point of view, the soldiers after a certain point no longer have the capacity to learn anything or to improve. I disagree.
In my vision, a constant training can take a soldier to the highest levels of effectiveness.

You will ask: why would the implement that?
There are lots of situations in real life in which the opponent simply don't match in strength and effectiveness.
There were fights between martial artists or heavy weight boxers and guys with no training what so ever.
the result: SQUASH! even against 3-4-5 opponents.
Or imagine a "British SAS" against a platoon of rookies...

You will ask: How could they do this?
Simple: Splash DAMAGE!
A tank with 700 damage, and Field Marshall rank attacks a battalion of corporals... it shoots the first round, it goes through the first target, BUT THE SHELL DOESN'T STOP, the first target gets it's 100 damage, and the rest of 600 damage aren't going away, but further onto the next target which could eventually face it ( HIT/MISS chances are calculated again)

then imagine a tank drifting through infantry squads....

How would the system work?

now we have the "splash damage" term in erepublik, having that in mind,
I had to think how we make that small progress made each day actually count.
And I propose two versions:

1: the version in which the tanking skill represent the number oh hit-points and we keep the weapons damage exactly the way it is.
But I presume that will cause the servers to make endless calculations,
this is not the final formula, just an idea.
skill-points could be divided by 1000 or so.

2: the second version which does the balancing and comparison of skills. Because it will be harder to win a match against someone with a close level and easier to run through someone of an inferior level.

We do a skill comparison:
PRIVATE X: 475309 skill points
PRIVATE Y: 603488 skill points

PRIVATE Y has an advantage of 128179 skill points which represent 2,69%o (1 to 1000) of all capability of PRIVATE X.

128179*1000/475309=2,69%o = B

D = ((1 + (S - 1)/10) × W) + R + B


* 😨 the soldier's damage
* W: the weapon's basic damage
* S: the soldier's weapon skill
* R: random modifier
+ B: BONUS FOR SKILL SUPERIORITY

and we will get:

D = ((1 + (11 - 1)/10) x 14) + 0 + 2,69%= 28.753

0,753 it's not much, but try to apply this in a battle between a player which trained for 16 days, and one which played for 30 months...


LATER EDIT:
Version 3:

StaticTM (and LordAru for the part with the armour/defence):
>>>
Well, right now all those military skill points of a player count only for the damage that a weapon inflicts. Why shouldn't they count also for the accuracy, defense and durability??? A skilled soldier (like RupeTot), not only knows how to do more damage, but he also should know much better how to hit a target (increased accuracy), how to camouflage himself (increased defense) and while is doing all these things, he should be much more delicate with his weapon (increased durability)! A weapon has 4 components! Why should the skill points count only for one of them (damage)? The player should receive additional Customization Points, according to his military skill level! Let him modify his weapon so that all those skill points accumulated during years of training, should reflect much better into the quality of his weapon! Let's give a military level 11 player an addition of 110 CPs and let him distribute those CPs as he sees fit! Let's say that the player has a q5 tank configured like this: 100 Dmg/ 100 Att/ 30 Def/ 20 Uses! The player should be allowed to add 70 CPs to his weapon defense and the remaining 40 CPs to his weapon durability. The new config should be: 100 Dmg/ 100 Att/ 100 Def/ 60 Uses!
As for the military rank, the critical hit shouldn't be +50% of the normal damage for all players! It should be influenced by the rank of a player, in order to reflect the experience of that player on the battlefield! A Field Marshal should have +100% normal damage, while a private should get only +10% or +20%, if the critical hit occurs!
In my opinion, these changes could bring fairness into this game!




Please leave a comment, pro or cons, and eventually a suggestion if you have.





NOSHADEZS

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ROMANIAN VERSION:
Atentie versiunea romana nu este inca completata cu actualizarile din versiunea EN

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Sondaj de opinie: Plafonarea jucatorilor si formule

Ma simt nevoit sa scriu acest articol observand nepasarea fata de efortul si timpul investit in erepublik de acei super eroi
virtuali pe care ii cunoastem marea majoritate dintre noi ca fiind tancurile supreme cu atac de 800+
ca apoi sa fie exclusi instant din cercurile de jucatori de rang inalt acestea fiind sterse cu buretele, instituinduse
un fel de masa omogena in care incapacitatea cat si capacitatea unuia este si a tuturor.

Acum ma adresez cetatenilor din erepublik in ceea ce priveste formulele de atac, cazuri tragice ca zzZZzz si RupeTot
si plafonarea jucatorilor dpdv militar dupa un timp foarte scurt, jucatori care au chiar si 30 DE LUNI in joc, cazul lui RupeTot,
sa poata fi ajuns din urma in numai 6 luni !??

citez:
"Nu prea se pastreaza proportiile"
si
"Cred ca majoritatii ii convine asa"

Ei bine nu e chiar asa,
pentru ca parasesc jocul prea multe figuri importante.

Pentru cine nu a vazut inca formulele de atac vi le explic in cele ce urmeaza:

D = ((1 + (S - 1)/10) × W) + R
* 😨 puterea soldatului
* W: puterea de baza a armei
* S: nivelul de specializare pe arma
* R: factor de sansa


adica in cazul lui RupeTot (603488 puncte skill) cu un tanc Q5 avem:

D = ((1 + (11 - 1)/10) × 14) + 0 = 28 dmg

Pare mult?

cazul meu (475309 puncte skill) cu un tank Q5:

D = ((1 + (11 - 1)/10) × 14) + 0 = 28 dmg

???

cazul lui direct x (361317 puncte skill) cu un tank Q5:

D = ((1 + (11 - 1)/10) × 14) + 0 = 28 dmg ????

unde este respectul?

Ca mai toti jucatorii eu voi adresa intrebarea, dar voi veni in acelas timp si cu o solutie,
si vreau sa va spuneti parerea despre asta si eventual sa veniti si voi cu sugestiile vostre.

Sugestia mea pentru a tine motivati acesti jucatori vechi este sa faceti acele puncte sa valoreze ceva,
asa cum valorau in V1.
Cum?

Analizam putin situatia, din punctul de vedere actual al adminului, soldatii dupa un anumit nivel nu mai au
ce invata sau nu mai au cum sa se imbunatateasca. Nu sunt de acord.
In viziunea mea un antrenament constant poata sa duca un soldat coate goale la nivele atinse de trupe de comando
cu precizie mecanica in actiuni.

O sa va intrebati: bine, de ce sa faca ei asta?
Exista multe situatii in realitate in care oponentii pur si simplu nu sunt de acelas calibru,
Au fost lupte intre maestrii in arte martiale sau boxeori la categoria grea si niste persoane fara nici o pregatire.
rezultatul: terci! chiar si impotriva a 3-4-5 oponenti, ca sa fie mult mai mult terci de curatat de pe jos.
Sau un "British SAS" impotriva unui pluton de "garcea"...

O sa va intrebati: si cum o sa faca asta?
Simplu: SPLASH DAMAGE!
Un tank cu 700 dmg Field Marshall ataca un batalion de caporali...trage primul foc, trece prin primul infanterist,
DAR OBUZUL NU SE OPRESTE, prima tinta incaseaza 100 damage, restul de 600 nu se pierd ci trec mai departe la urmatoarea tinta care
va putea sa ii tina piept (cu sansa de HIT/MISS calculata inca o data)

apoi incercati sa va imaginati un tank cu 700.000 de puncte facand drift-uri prin infanterie...

Cum ar putea functiona sistemul ?

avem acum notiunea de "splash damage" in erepublik, tinand asta in minte,
trebuie sa ne gandim cum facem ca micul progres facut zi de zi sa conteze intr-un fel,
iar aici propun doua variante:

1: Varianta in care skill-ul de tank reprezinta numarul de puncte pe care le poate incasa un jucator, si aici pastram
atacul armelor exact asa cum este.
Dar banuiesc ca ar face serverele sa calculeze pana la adanci batraneti.
modificari pot fi aduse, este doar o idee.

2: Varianta in care se face echilibrarea oponentilor.
Pentru ca unor oponenti de acelas calibru sau calibru apropiat le va fi mai greu sa se doboare si daca intalneste pe cineva prea slab
va trece prin el ca prin nimic.

Se face comparatia de skill:
SOLDATUL X: 475309
SOLDATUL Y: 603488

Soldatul Y are un avantaj de 128179 de puncte care reprezinta 2,69 %o (la mie) din toata capacitatea lui X.

128179*1000/475309=2,69%

D = ((1 + (S - 1)/10) × W) + R + B
* 😨 puterea soldatului
* W: puterea de baza a armei
* S: nivelul de specializare pe arma
* R: factor de sansa
* B: BONUS DE SUPERIORITATE MILITARA
si vom avea:

D = ((1 + (11 - 1)/10) x 14) + 0 + 2,69%= 28.753

votati

Noshadezs