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Crew Skills cap the exponential growth at the 4th or 5th skill cost.

crew skills exponential

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PhuleW #1 Posted Jan 08 2013 - 23:16

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Please consider capping the exponential cost of additional crew skills at the "4th crew skill" cost... IE 5th through 11+(for tanks without loaders) would cost the same at every skill point as the 4th crew skill cost. There should be some end to the doubling the cost at every crew member skill. Doubling was ok to a point but I think the point is crossed at 4th. Beyond 4 it is getting out of hand. A might settle for 5th but no way should it go beyond what it costs for the 5th skill. Blizzard imposed this kind of exponential growth cost to one of their most popular games diablo 2 to character level growth and imho ruined it for everyone. It was high near impossible for anyone to achieve 99th level. Exponential growth of crew cost penalizes your biggest fans. I'm also assuming that existing crews with skills beyond 4 would have the total experience they've earned applied to the new formula and be allowed to apply any "earned" skills accordingly. This may mean that those who have driven the same tank enough would have more than 1 new skill per crew person to apply after the change. While I expect there haven't been too many tankers impacted by this exponential growth cost yet (I'm one of them in 1 of my tanks).. it will be a growing concern over time as more and more games are played in the same tanks.

back in August Devs appear to be saying this concept was put on hold:
http://forum.worldof...ls#entry2459692

Frankly,
please release it from hold.

Edited by PhuleW, Jan 09 2013 - 23:38.


error_3 #2 Posted Jan 08 2013 - 23:24

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View PostPhuleW, on Jan 08 2013 - 23:16, said:

Please consider capping the exponential cost of additional crew skills at the "4th crew skill" cost... IE 5th through 11+(for tanks without loaders) would cost the same at every skill point as the 4th crew skill cost. There should be some end to the doubling the cost at every crew member skill. Doubling was ok to a point but I think the point is crossed at 4th. Beyond 4 it is getting out of hand. A might settle for 5th but no way should it go beyond what it costs for the 5th skill. Blizzard imposed this kind of exponential growth cost to one of their most popular games diablo 2 to character level growth and imho ruined it for everyone. It was high near impossible for anyone to achieve 99th level. Exponential growth of crew cost penalizes your biggest fans.
i dont mind it considering how it limits who can buy a tier 1 tank and put in a  crew with all the skills and rolf stomp everything

yarl5000 #3 Posted Jan 08 2013 - 23:26

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I could have sworn WG said they would relook at it eventually. [can't find where they said it]

The set up is still a carry over from when we only had 3 skills to pick from.

Hochtaloughie #4 Posted Jan 08 2013 - 23:28

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I agree. I stopped playing Diablo 2 for that very reason.
It takes so long to get the 4th skill completed that it does not affect fairness in any way if the 5th, 6th, etc takes the same amount of time as the 4th. IMO

djb_95 #5 Posted Jan 08 2013 - 23:30

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Meh,  Not too many skills/perks are that useful beyond the 4th (or 5th).  Be fun to have a crew with more, but I'm ok essentially capping it at 4 or 5 skills/perks.
As things stand now I doubt I would ever get a crew to finish 5th skill.

Staxed #6 Posted Jan 08 2013 - 23:32

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Completely agree with this, beyond that 4th/5th (I would say 4th) skill XP cost, it just gets rediculous.

CreepyJanitor #7 Posted Jan 08 2013 - 23:39

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Well...I doubt its ever gonna be an issue for me but sure why not.

Pringworm #8 Posted Jan 09 2013 - 00:00

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I am not happy until my Type 59 is the most pimped out tank in the room.

stugger #9 Posted Jan 09 2013 - 00:15

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WG was looking at making the crew skills linear instead of exponential. But haven't heard anything on the issue in a while