DeletedUser9470
Rewriting the XP formula in the fort battle.
It has to add the risk into it. There is no logic nor fairness that Gaga while hidden in the inner part of the tower gets 1500 XP unlike the unlucky player who was on the outer edge of the tower and was KOed in first 3 rounds protecting her backside.
To make things fair and antihiding, XP should be generous to a player who receives massive damage in first few rounds, let's say 5, then the XP from being hurt is halved in rounds 5-10, then it's halved again for rounds 10-15 and after that XP from being hurt should be zero as in round 15, when one of sides is decimated, it's easy to be coo! and run into frontlines.
Also add to it that XP cap for someone who ends the fight without losing a single healthpoint should be set to 500 XP or even lower, and one who's health is not at least halved during the fight is capped to 1000 XP, no matter how many thousands of damage he inflicted to the other side (wasting others' health and leeching XP that should go to those others).
Steelboxes gaining formula is also bad, but is mainly antiadventurer, so I actually want to stay it that way. Otherwise how to persuade ppl not to play that crap class?
I like the idea that those who risk their lives get more xp and boxes.
but your idea just pushes the game further towards the HP tank build that needs to be eradicated.
1st make dodge worth something in fort battles and make HP absolutely worthless.
then I might consider this idea.