Change the XP distribution in TW

ok so basically i have been playing treasure wars for a while and i think its a lot of fun, but ive noticed im still not even level 50, even with great stats. A few weeks ago i saw a video showing XP distribution in this game and basically showed that breaking treasures give Boatloads of XP (makes sense since that is the entire objective of the game).
But what i also noticed is that a lot of people are trying to make games as short and as unfun as possible just to grind this game as fast as possible. im sure many people like making games as fast as possible, but treasure wars is kinda built for slightly longer games, and its getting upsetting seeing 50-70% of a lobby being wiped out within 2 minutes over a sumo battle.
It has gotten to the point where many people outright ignore emeralds or even dislike their existence because they serve to reward players who spend the extra time to collect them.
What i think needs to happen is to cut the XP gained from breaking treasures in half (since 50xp, or 10 kills worth of XP) is just too much, and instead add more XP for winning games and maybe even increase the kill xp to like 7 and final kills to 15. this incentivizes winning over getting a single treasure and makes longer games more rewarding for XP. of course shorter games will always be faster for grinding, but this makes it seem like less of a waste to enjoy longer games and hopefully encourage more defense instead of trading treasures immediately, since a quick win would yield more XP than a quick final kill

EDIT: Im getting tired of seeing rushers think that im trying to kill of their strategy. Obviously not, i literally keep saying that they arent gonna go away. This whole post isnt saying that rushing is bad, im saying that rushing will naturally give more XP, the XP balance doesnt need to ALSO tip massively in the favour of people who rush as it makes other strategies basically invalid. breaking 1 treasure gives more xp than your entire games kill count will probably get, and is the same XP as winning a game. this means that breaking 1 persons treasure before immediately losing is a valid way to gain XP and that just feels WRONG

Ok, not a bad suggestion but here’s my feedback

Well yes because they want to rush to another team and it would take some time go back to a base and spend the emeralds for stuff rather then getting a treasure and cleaning a team.

They aren’t trying to make the game short on purpose, and that’s just how the game goes sometimes.

1 Like

i disagree. A large portion of the time, people playing TW look like they dont even wanna play it. It looks like they wanna play skywars without the rng (which i understand, and i think is a fault of skywars, or a lack of duels).
When i said people want to make it short, i mean they will prioritise instantly rushing you over their own defense, and many people just run around the edges of the map side rushing and 1v2ing people while completely neglecting their treasure. Im sure theres no way to make these people disappear, but i wish it wasnt these people (who basically trade lives with whoever is unfortunate enough to spawn with them) that actually level up the fastest, because this isnt a showcase of skill or experience, its a show of how long they have been throwing themselves off the map with an easy 65XP

  1. Treasure wars isn’t just SkyWars without RNG

  2. We don’t need duels that badly

  3. I like the RNG of SkyWars it’s not a fault

3 Likes

instead of just saying “no” to everything, i would have preferred a criticism of topics with reasons behind your statements.

  1. I know it isnt, thats why i said it, because i dont like people treating it as if it is.
  2. This isnt really a point, i gave my reasons why i thought duels could be useful, but to elaborate, i think it would be a good way to separate the players into their preferred playstyles with people who play the same way, people who want longer games can still do treasure wars, but people who want a quick 1v1 can do duels.
  3. I know its not a fault objectively, im sure many people love the RNG, but the issue for me in regards to treasure wars is that skywars players are left with little options as to either play skywars and lose games to rng half the time, or play treasure wars, and ignore the whole point of the game, which is treasures, devaluing the experience for players like me who actually wanna play for more than 5 minutes per game. Many skywars players are a lot more competitive, so without a limited RNG mode for skywars, it just becomes invalid to most of the community that would otherwise love it since most games are decided by what you spawn with.

My reason is I like it how it is.

2 Likes

It’s a strategy and I personally do it a lot, there’s nothing wrong with it and sometimes you have to learn to play against it

2 Likes

Yeah that’s what I do in duos and solos immediately

1 Like

theres nothing wrong in ignoring emeralds

also, people with a good skillset may be good at a game, so instead of spending a long time to win a game, rush others, make the game quick, and get xp

cuz whatever the changes made to xp, getting more kills/treasures will reward more xp

1 Like

Ok, let me keep this simple and short.
Like, every PvP game, actually every PvP game is meant to be fast and furious.
Any server, any PvP game, people will rush. They are designed to be rushers.
And, if any XP is lowered for people who rush or end the game quickly, I’ll just be leaving Treasure Wars.
Because, being a turtle isn’t that hard as being a rusher.
You do everything 3 times quickly as others.
As for the second part, I completely agree that a victory should award more XP.
Although in rare cases this can go wrong, but it is indeed the same for Skywars so I don’t think that’d be a problem.
Getting 75XP for a win would be nearly perfect as for gaining XP by winning, because it is only gonna come once in a round, unlike treasure breaks that you can get multiples of.
I hope this clears and sums it up well :+1:

The reason for this isn’t because the xp system needs to be changed, it’s because you haven’t played much.

You have only played 70 games this month, whereas,
I have played over 625 games, and can see the results, having gained about 30 levels.

Reworking the xp system would insentivise more camping and turtling, which ruins the game.

I think changing any of the fundamentals of tw would make people play it alot less, since I think its in a perfectly balanced state.

If you want to level up, you have to play the game more, which is completely intended.

4 Likes

the thing is, i dont want to devote my life to the hive just to level up my own way, when kamikaze attacking the first person i see awards tons more xp… the issue isnt that rushers exist, but that they are getting too much XP compared to people who play longer games. i wish the XP was balanced further towards wins and kill than just taking treasures because as it is, its way to easy to take 1 treasure, die anyway instantly and have still gained xp at a faster rate than me playing through a full game and winning. Its true that i play less now, and thats because hive has been my go-to server for a year, and despite that, im only level 46 now. again, i dont play the most, but if i played super aggressive going only for XP i reckon i would have a lot more levels in a similar time. as i said before, quick games will always give more XP, but quick losses shouldnt be better than a win

i dont think the point of rushing is to get one treasure

1 Like

I mean that makes sense that people rushing other people get more xp, if someone rushed 3 or 4 teams and got their treasures and final kills they deserve more xp than someone who just stays at their base all game and builds a big treasure defense and only gets one treasure all game and doesn’t really do anything else

3 Likes

yea but what im saying is that with the current xp distribution its the same thing to win a game as to just break a treasure which isnt hard if you can win one sumo at the start of the game. This method literally makes it faster to break 1 treasure at the start of the game (even if you die immediately after) than it is to actually win a game. yes people should get more xp for rushing, but the rushing should get them the XP faster, because they are performing faster, not make doing anything else worthless. Winning games NEEDS to reward more XP if you want to use it as a measure of skill. And it should reward longer games more if its a showcase of time spent. because again, one of the easiest strategies to level up ISNT to quickly win games, but to kamikaze everyone you can because getting 1 treasure break is literally more valuable than whatever you accomplish beyond that

But what are the people that aren’t rushing doing to get xp?

1 Like

nothing. just camping at their base, building ginormous defenses.

you know, survive, kill, win? Better than jumping at one persons treasure and immediately losing and still getting more xp…
The point of rushing is to get things done faster, not to be the only way to get XP.
If you win a game, taking down treasures is pretty much inevitable anyway, so some of their xp should really be transferred into actually winning games, and if you dont take treasures, you still lose some XP. Its all these people who want to play uber aggressive that hate this idea because its bad for you.
This isnt an issue of if rushing should be or not be incentivized, thats just the angle you are all taking. the issue is that playing slowly, even if its a better strategy, is completely butchered in the XP system because breaking treasures is so much more valuable than anything else. Rushing should mean games end faster and maybe you get a couple extra treasures, thats already a higher XP gain no matter what, but the issue comes when rushing for 20 seconds and losing is more valuable than any actual win.

if the ginormous defense gets the job done, then its a strategy, just as much as rushing. playing passively may get you less XP sure, but thats gonna happen regardless of how the XP is distributed. All im saying is that throwing the game should not be a valid level up strategy, and yet with the current XP distribution it seems close to optimal

i think the ginormous treasure defenses are made by people who either like to camp, troll, hold on the game, or are new. It’s kinda of a waste of time since you can just use a block breaker on it or wait until sudden death. But if thats what people want to do to get xp, fine by me

2 Likes