Why set a limit on the amount of EXP obtained per minute? Remove this mechanism

After multiple tests, in Lone Fighter mode, Not counting victories and battle hero bonuses:

12286 (score), 2806s (seconds), 11415 EXP
*(This battle was mainly air combat, so the score was unevenly distributed over time. I attacked all bombers called by enemy radio operators three times, which resulted in me scoring over 1500 in just one minute)
3135, 984s, 3681 EXP
4890, 1631s, 6544 EXP
5903, 1404s, 6144 EXP
5189, 1419s, 5817 EXP

EXP/Score Ratio fluctuate from 0.92 to 1.33. This made me start considering the time factor.

7250, 1936(-300)s, 6849 EXP (I never scored in the first 5 minutes to test the factor in this battle)
The EXP/Score Ratio fell to 0.94, This confirms my guess:
Because the scores are concentrated in the last 27 minutes, the Ratio decreases due to exceeding the maximum score per minute.

In conclusion, cauculating the EXP/Time Ratio, The data is stable at 240~250EXP per minute.
Considering the time required to replenish ammunition, rush to the point, build rallys and respawn, it may take up 1/6 of the entire time. So, 300EXP per minute.
I have always heard the saying in the Chinese game community that 300EXP per minute is the upper limit, and exceeding it will reduce the EXP ratio. It seems that this has been confirmed.

The upper limit should be lifted. This undermines the player’s willingness to bravely charge, as easily hiding behind to snipe and delaying the game may actually lead to higher profits for the player.
Some players I know refer to it as “pig farming”, which means intentionally stopping the attack and slowing down the game in an absolute advantage to obtain higher profits.

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There is also an issue where you stop gaining xp for being alive after a period of time. Which is done to counter players sitting in the back all game, but is also having a BS effect, which is penalizing players that are surviving (not consuming team resources) but also having a measurable impact on the game.

I posted a suggestion a while back that I still think would be quite good.

Essentially make score quotas that as long as a player is hitting those marks, they get a bonus for surviving with that squad for longer too. Make it increase with each passing milestone.

Essentially, if a player is surviving for long periods of time, perhaps by functioning as support in some capacity for example, but making 500 points + or so every couple of minutes, they get increasingly better rewards.

This way, these players are properly compensated for their time and strategic gameplay, and their team has more resources with which to work with.

9 Likes

absolutely right

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