getting experience for a move without beating your opponent

I think it would be better if a player would immediately get the experience for a new move instead of after beating the enemy. The way it is now might not matter in PvE and only punishes people who are too greedy and take too much risk before finishing off their opponent but its different in PvP. It is a lot harder for new players to get any experience for moves in PvP because they need to beat their opponent first, which is not that easy, especially if they are missing a lot of good moves or just dont have much experience in fighting games. If you get the experience immediately then farming moves would be a lot easier and more fun since you can fight other players instead of farming NPCs for hours.

Comments

  • I agree on this one -- I think it would stop new people from quitting in PVP if they gain some rewards, even for a loss.
  • edited November 2017
    Agreed.

    learning attacks quicker from parrying or dodging rather than blocking already allows for more skilled players to learn things faster. Losing the progress on death just causes a pointless grind since you already know how to respond to the attack. When learning an attack, it makes sense that you'd learn it faster by trying more risky methods of defense. Dying can be completely unrelated to how much you are familiar with the attack, so it shouldn't impact your progress at all.

    Also, there's no point in enforcing a grind when players can just find someone with all the attacks and easily learn them. All attack xp loss on death does is encourage more boring, braindead approaches to learning the attacks. Making it more likely for people to not know their weaknesses (and thus not utilize the move they learned as well as they could've otherwise [by learning the weaknesses/counters via defending from it first, rather than parrying/blocking a player with a consistent pattern]).
  • hmm, I earned all my moves, had to hunt around and find the various npcs that had the moves that I was looking for, and take the time to learn them.
    This for me was training, and helped me to become familiar with the moves and animations, allowing me to build more effective decks and become a better fighter.

    It was a rewarding experience.

    As there is a trophy for actually learning all the moves, I think that changing it to the ways described above would negate the value of said trophy.
  • Yes Quixote, I believe that is what the dev's had in mind and have the players interact with an open-world fighting arena...but the single player aspect is...it just sucks.

    It's like they took a minimalist approach to a MMO.

    Also fighting npc's did not train me at all for the pvp aspect. Whole different ball game.
  • I also learned almost all of my moves from npcs (except rising spin slash or however that forsaken sword move is called) and I actually enjoyed doing so, it was a relaxing past time activity, but at one point I made a new character and I dropped him in less than an hour because I didnt want to go through all that farming again and I am sure there are enough people who feel that way with their first character.
    It was a good idea to have people learn the moves that way instead of buying them from a skill merchant like in many other games, but I dont think its a good idea to make this the only way to permanently learn skills. By getting experience for the moves immediately, newer players can enter combat trials right off the bat, learn moves there and become familiar with pvp.
    People could still go out hunting for the moves they are missing but they are not limited to doing that.
  • Yep farm your moves from the NPCs. Don't look to pvp to learn anything other than how to set up a cheap speed deck, ...or witness some hacks at work.
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