History Main / NoExperiencePointsForMedic

1st Sep '16 12:47:26 PM Morgenthaler
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* Averted by ''WorldInConflict'': in their pursuit of intense cooperation between players, the dev team awarded huge points to repair tanks for repairing things and to transport units for transporting troops. This quickly led to players driving their own units around the safe areas of the map, getting top scores without actually participating in combat, so an early patch removed transporting scores and reduced points for repairing your own units. Still, the repair+AA combo remained the top-scoring role in the game.

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* Averted by ''WorldInConflict'': ''VideoGame/WorldInConflict'': in their pursuit of intense cooperation between players, the dev team awarded huge points to repair tanks for repairing things and to transport units for transporting troops. This quickly led to players driving their own units around the safe areas of the map, getting top scores without actually participating in combat, so an early patch removed transporting scores and reduced points for repairing your own units. Still, the repair+AA combo remained the top-scoring role in the game.
16th Aug '16 9:46:17 AM htuttle
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* In the ''VideoGame/{{X-COM}}'' games (original and [[VideoGame/XCOMEnemyUnknown reboot]]), using a medkit on a wounded soldier is not on the list of actions that give experience towards [[StatGrinding improving stats]] or being promoted.[[note]]The original series had soldier statistics that increased more or less independently of each other and had nothing to do with ranks, whereas the remake directly ties statistics to rank.[[/note]]

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* In the ''VideoGame/{{X-COM}}'' ''VideoGame/{{XCOM}}'' games (original ([[VideoGame/XCOMUFODefense original]] and [[VideoGame/XCOMEnemyUnknown reboot]]), using a medkit on a wounded soldier is not on the list of actions that give experience towards [[StatGrinding improving stats]] or being promoted.[[note]]The original series had soldier statistics that increased more or less independently of each other and had nothing to do with ranks, whereas the remake directly ties statistics to rank.[[/note]]
30th Jul '16 4:06:48 AM Morgenthaler
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30th Jul '16 3:39:57 AM Morgenthaler
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* A glaring problem in ''UltimaIII''. Clerics are fairly screwed for leveling up, though [[TurnUndead turning lots of undead]] helps.

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* A glaring problem in ''UltimaIII''.''VideoGame/UltimaIII''. Clerics are fairly screwed for leveling up, though [[TurnUndead turning lots of undead]] helps.
16th Jun '16 4:04:37 PM nombretomado
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* In the ''TenchiMuyo'' RPG, to get a character to go from level X-1 to level X, that character must land the finishing blow on X enemies. This can be a problem when trying to level up characters with low attack, like Sasami, or low movement (Preventing them from getting into attack range of an enemy), like Azaka or Kamidake.

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* In the ''TenchiMuyo'' ''Anime/TenchiMuyo'' RPG, to get a character to go from level X-1 to level X, that character must land the finishing blow on X enemies. This can be a problem when trying to level up characters with low attack, like Sasami, or low movement (Preventing them from getting into attack range of an enemy), like Azaka or Kamidake.
10th Mar '16 5:15:45 PM KnightMareMoon
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** The sixth game had this problem not with the healers, but with the merchant. He can only be leveled up by being attacked (not necessarily being hit, which is good because he can't really take a hit). 1 point at a time. It takes 100 just to gain one level.

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** The sixth game had this problem not with the healers, but with the merchant. merchant, an immobile squishy NonActionGuy. He can only be leveled up by being attacked (not necessarily being hit, which is good because he can't really take a hit). 1 gain Exp (1 point at a time. It time) by surviving an enemy attack, and it takes 100 just to gain one level.level up. Game seven fixes this by giving him a full level every time he survives a mission, making it possible to promote him to a mobile cart by late game without ever putting him harm's way.
16th Dec '15 9:15:00 AM thatother1dude
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* Played straight in ''VideoGame/TeamFortressClassic''. Medics were not rewarded points for healing teammates, but that's okay because healing was their tertiary battlefield role at best.

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* Played straight in ''VideoGame/TeamFortressClassic''. Medics were not rewarded points for healing teammates, but that's okay because healing was their tertiary battlefield role at best.[[NotTheIntendedUse the metagame]] [[CombatMedic rarely uses Medics to actually heal]].
29th Nov '15 3:12:44 PM WingWalker
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* Averted in ''VideoGame/FinalFantasyTacticsAdvance'' and the sequel, where experience is granted for all actions on another character, including allies. Since the experience gain only depends on the level difference, healing can easily net more experience than combat.

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* Averted for the most part in ''VideoGame/FinalFantasyTacticsAdvance'' ''VideoGame/FinalFantasyTactics'' and the sequel, sequels, where experience is granted for all actions on another character, including allies. Since the experience gain only depends any successful action performed grants experience, based on the level difference, healing can easily net difference of the user and the target(s). Offensive classes do have a slight edge as killing an enemy gives more experience than combat.EXP.
17th Oct '15 3:54:09 PM nombretomado
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* Averted in ''PlanetSide''. While players do not directly gain Combat Experience Points for assisting players, they are rewarded every time the player you assisted gets a kill. A support player running around healing and repairing everyone in an intense firefight can make oodles of [=CEP=]. Other support roles benefit as well, such as engineer repairing AI turrets or vehicles gaining [=CEP=] for every kill, or a [[GunshipRescue Galaxy]] pilot gaining [=CEP=] for every kill made by the players they [[ItsRainingMen gal-dropped]].
** ''PlanetSide 2'' averts this completely, as EXP is granted simply for healing and reviving players.

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* Averted in ''PlanetSide''.''VideoGame/PlanetSide''. While players do not directly gain Combat Experience Points for assisting players, they are rewarded every time the player you assisted gets a kill. A support player running around healing and repairing everyone in an intense firefight can make oodles of [=CEP=]. Other support roles benefit as well, such as engineer repairing AI turrets or vehicles gaining [=CEP=] for every kill, or a [[GunshipRescue Galaxy]] pilot gaining [=CEP=] for every kill made by the players they [[ItsRainingMen gal-dropped]].
** ''PlanetSide ''VideoGame/PlanetSide 2'' averts this completely, as EXP is granted simply for healing and reviving players.
12th Sep '15 7:36:50 PM nombretomado
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* ''NintendoWars'' series:

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* ''NintendoWars'' ''VideoGame/NintendoWars'' series:
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NoExperiencePointsForMedic