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Completing 5 tiers of an agent's contract requires 375K XP (25K+50K+75K+100K+125K). Assuming a very high average of 4K XP a game that equates to 93 games. I did not account for the daily missions nor any other way of gaining extra XP in the future (such as a battle pass/battle pass missions).

Another thing I noted was that since there is no free currency used to purchase characters, every time a new character is released you would have to start their contract. This basically means that you will not end up with a situation like League of Legends where you can stockpile free currency and purchase new characters on release.

I also wanted to clarify that this is not meant to be a criticism of the devs but just an attempt to start a conversation. I would love to hear your thoughts!

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about 4 years ago - /u/NoPlantsDance - Direct link

Hello friends, I’m a producer working in this area.

A couple of points to note: - Missions are a very important XP source for how we have tuned contracts. Reasoning here is that we’d like to give an opportunity to those who play consistently across days/weeks to not totally get left behind by those who play a large number of games. - Since this is CB, current tuning is subject to change. We’re looking at progress, pacing and feedback in many forms to inform our decisions. - This conversation helps us figure it out, so thank you all.

about 4 years ago - /u/NoPlantsDance - Direct link

Originally posted by lulwhatno

Not sure if you will see this but I do have a suggestion. I noticed that we are only awarded Experience based on rounds played and rounds won. I feel this is severely limiting, especially given the large amount of XP needed for contracts, and the fact we cannot earn/stockpile currency. Back in the day, playing COD or Halo, you were rewarded for kills, assists, or any special achievements made in a match, in addition to rounds wins. Even if it was something small like +10xp per kill and +5 xp per assist, it would be much more gratifying to everyone who played. Not only does it give us a small boost in experience, it provides positive reinforcement for doing well, and thus another thing to strive after.

Worth considering for sure thanks for posting. I think the reasoning behind rounds was it evened out the losses much more than win/loss would, giving you something extra to incentivise pushing for a comeback.

The reason we didn’t go deeper than rounds was fear it would promote trying to game the system (like KDA playing rather than helping your team for example). Also more supportive agents might tend to get less XP in some cases.

Interesting points about it adding a little extra positive reinforcement though - thanks again.

about 4 years ago - /u/NoPlantsDance - Direct link

Originally posted by lulwhatno

Fair point about KDA. I do think it’s great to have the main focus be round wins and rounds played, in order to incentivize team work rather than KDA. That should remain the main focus.

I think that’s where it’s important, if you decide to implement something like this, to make sure the XP from kills, assists, and objectives is less, that way it doesn’t detract from the teamwork aspect.

Thank you for the response! You guys have made a great game and I’ve been enjoying the hell out of it.

Appreciate it my friend <3

So glad you’re having fun :)