Squad Leader Archive
Thread: Self-Defeating Exp. System!
There is a critical flaw in the way squad leader experience is earned, and I'm not specifically referring to the maxed combat exp bug, although the problem does indeed lie in linking SL exp to combat exp.
As it stands, squad leader experience is earned not by the overall success of my squad, but by amount of damage I personally dish out --times some multiple of the number of people and pets that happen to be along for the ride, whether they'redoing anythingor not.
I could (assuming they are working) use my skills to improve the accuracy of my party members. I could spend my HAM to clear their stunned and dizzy states. I could even invest in skills that would bring them to the objectives faster than before.
But I -- and ultimately, my party -- would be penalized for doing so.
Everymoment in combatspent directly helping my squadis a moment where I am notattacking the mobs and am therefore missing out on SL exp. At my most heroic, I could dash frominjured comrade tofallen comrade tofighting comrade, bringing them up, curing their states, picking out targets,popping off the rallies, volley fires, and steady aims -- all without firing a single shot of my own, all without a single thought for my own weapon or combat exp. And for my leadership I would, at battles end,recieve..... 0 Squad Leader Experience!
This is frustating in the short term, because I am not progressing. It is frustrating in the long term because I'm not getting any of the exp that will make me better at helping my party.
Do you want Squad Leader Experience? Bring out a bunch of passive pets and recruit afewlow damage-dealing players, and let them all bask in your glory as you kill mob after mob practically on your own.
Do youwant to help your squad? The way to usefulness is selfishness, my friends.
Do you wanta profession that lets yoube a truly selfless and marginally helpful leader, who improves the lots of your fellow players with limited or even negative personal reward? Then Squad Leader is right for you. (And we're all like this, right?)
You want a profession that makes sense? Not here!
I formed groups of CH and Medics with myself as the primary weapon damage dealer. We were extremely effective at earning our personal piece of the xp pie. No selfishness to it, and I was an effective leader...
But I know what you are saying. We all know what you are saying. We have all been saying it since Beta (those in Beta at least) and welcome you to our pain.
Also linked to this is the fact that if you are a master of a combat profession then SL xp is VERY easy to get, so.... when SL is finally Fixed there will be TONS of masters INSTANTLY. Takeing away from the hard work that i put in to get it.
Zal'hanan Master Rifleman / Master SL (Bloodfin)
Old news - old gripe
Eurisko_F wrote:
There is a critical flaw in the way squad leader experience is earned, and I'm not specifically referring to the maxed combat exp bug, although the problem does indeed lie in linking SL exp to combat exp.
As it stands, squad leader experience is earned not by the overall success of my squad, but by amount of damage I personally dish out --times some multiple of the number of people and pets that happen to be along for the ride, whether they'redoing anythingor not.
I could (assuming they are working) use my skills to improve the accuracy of my party members. I could spend my HAM to clear their stunned and dizzy states. I could even invest in skills that would bring them to the objectives faster than before.
But I -- and ultimately, my party -- would be penalized for doing so.
Everymoment in combatspent directly helping my squadis a moment where I am notattacking the mobs and am therefore missing out on SL exp. At my most heroic, I could dash frominjured comrade tofallen comrade tofighting comrade, bringing them up, curing their states, picking out targets,popping off the rallies, volley fires, and steady aims -- all without firing a single shot of my own, all without a single thought for my own weapon or combat exp. And for my leadership I would, at battles end,recieve..... 0 Squad Leader Experience!
This is frustating in the short term, because I am not progressing. It is frustrating in the long term because I'm not getting any of the exp that will make me better at helping my party.
Do you want Squad Leader Experience? Bring out a bunch of passive pets and recruit afewlow damage-dealing players, and let them all bask in your glory as you kill mob after mob practically on your own.
Do youwant to help your squad? The way to usefulness is selfishness, my friends.
Do you wanta profession that lets yoube a truly selfless and marginally helpful leader, who improves the lots of your fellow players with limited or even negative personal reward? Then Squad Leader is right for you. (And we're all like this, right?)
You want a profession that makes sense? Not here!
I always enjoy reading the posts submitted by the masters of any givenprofession I am reading about.
It always goes something like this: I had to deal with it. Screw you.
Thanks Masters. ![]()
How about the accumulation of XP based on total group damage that follows the Squad Leader command or command shot (ie the first shot)...although this would be derivative of both the volly fire and sysgroup messages it would not be a forced command like volley fire. As in, SL gives /attackcommand *target*to autopost via sysmessage the group target, groupdamage upon the target would give xp.This wouldgive betterxp bonuses to SLs who like to runfire teams (smaller groups) while allowing them to manage the battle better.Sub-grouping would probably helpalso, the divisionof asqaud into a couple fire teams to manage multi-target simultaneous battles....then commands for both teams (ie, /team1attackcommand *target*; /team2suppressionfire *target*....but shorter of course)
Dr. Ventus (Der Commissar)