‼️‼️XP cap idea pitch for SDS, PLEASE READ‼️‼️
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So we all have come to realize there is an XP cap for getting ingame xp. Here’s where the issue lies.
This is a sports game. Which has people of ALL ages. Children to seniors. I myself am middle aged. Saying that we all don’t get the same amount of time to play. However the way the xp cap is right now. The casual player is being left behind.
For example. I can play most sat, sun , mon. This is locking me to be capped those three days. So in the end compared to someone that plays everyday I will never get caught up. Yes I can grind programs but that extra xp from games is gonna be detrimental to proceeding In the season reward path.
MY PROPOSAL
Let’s say the daily cap is 50k xp from games (yes I know that’s not it).
If I play three days a week that is 150k xp I can earn from ingame xp. 4 other days I’m missing out on 200k xp.
To counter being left behind bc of the hard cap what should be done is this.
Say I don’t play Monday- Friday. That xp pools up. That’s 5 days of xp. 5x50k= 250k. So when I get on Saturday I already have a pool of 250k saved up plus my 50k for Saturday. So once I hit 300k I’m then capped until the next day. If I continue playing the next three days. Each of those days will cap at the 50k mark. However whenever I miss a day or don’t cap that day it should be added to the following day.
Like I said, it allows your casuals to catch up on those days they have off work or no classes. Because right now. There’s really no reason for a casual to try to complete the season path because they’ll never get to use the bosses anyways because the season will be done by time they complete the path.
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This pretty close to my suggestion (if not the same):
(the rest is a copy/paste from another XP limit thread)
Allow a certain amount of total XP every day and let the totals accumulate. For example (and I don't remember how many days the season is good for, so this is just a number) - They give us a 90-day season with 1m XP to finish. Divided that XP by 59 days (about 17k XP per day) and then allow the total to accumulate.
Day 1: 17K
Day 2: 34K
Day 3: 51KBy day 15 (which we're almost at) the total amount of XP a person could have earned is 255k, or about 1/4 of the way to the finish.
This way, it controls the XP creep, but for those who can only play on certain days, they can gain XP up to that day's limit.
So, if a person is at 68k, but the program is at day 10, they can go up to 170K in one day.
Like I said, these are not actual numbers, only an example of what I mean by a rolling XP total.
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@Blind_Bleeder
I didn’t see that one. But I’m glad some of us have the same thought process. If it’s been brought up before then i don’t know if they’ll pay attention to this one.
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@lckdb
It’s better than those casuals completely quitting the game after the first season bc there’s no way they get to complete the path and enjoy the players at the end.
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Or, how about this, since cards earned in the XP Path, that aren't tied to packs, aren't sellable; how about letting play how long we want and get rid of the XP cap altogether.
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Double post. Sorry.
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@x814xmafia said in ️️XP cap idea pitch for SDS, PLEASE READ️️:
Or, how about this, since cards earned in the XP Path, that aren't tied to packs, aren't sellable; how about letting play how long we want and get rid of the XP cap altogether.
I like this solution the best!!