I'm creating this thread so we can dump our anti-grind suggestions somewhere and see if we can get some noodles to stick to the wall.
Full disclaimer, I enjoy most of my time on BG, which is the time spent not trying to level up. I'm fully appreciative of the time put in by the admins, the DMs, quality control and content team and very much aware of the effort and time it takes to bring new things to the server.
chad878262's response
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chad878262 wrote: ↑Wed Sep 02, 2020 8:56 amI don't think it is a can of worms so much as a situation where improving the PvE and/or leveling experience is a complicated thing to manage and while many improvements have been made (party loot chests, dynamic quest givers, dynamic spawns, sub-boss spawns, fight-or-flight responses) there are always more things that can be done. It is just a situation where the complexity means that it is a big time sink (and thus a big ask) for a developer to want to work on very often.
So suggestions are good, but it is one of those things that you kind of throw stuff out there and don't expect much to happen. If it does, great! However, if you go in expecting a great idea will take hold and become top priority, you're setting yourselves up for disappointment.
For my part things like:May sound good in theory, but in practice it's not great. Simply put there are those that log in to BGtSCC who are very RP-lite. There are those that want nothing more than to go kill monsters, loot stuff and level 1-30 by doing so. Capping how much they are allowed to gain, while allowing them to gain XP Faster would just reduce the time they spend in game, or perhaps cause them to play multiple alts. Neither is necessarily supporting their gameplay so much as it is trying to force them to do something that they simply don't enjoy (for whatever their reasons).
This could *probably* be done in some fashion and it's a good ask. I just don't know how much work would be required to check a PC's deity and/or class against a specific area they enter (the temple of their deity). In addition, you would need to account for shrines found all over BG for like Chauntea, Silvanus, Mielikki and others which is a small, specific place within a large exterior area. It might require a fair bit of work to do it right, but with lore nodes it does make me think it could be done.Blackbird wrote: ↑Tue Sep 01, 2020 10:43 pm Someone had suggested somewhere else that experience should be awarded for character-appropriate RP activities like visiting the temple of your associated deity once a day. This kind of thing would be pretty cool for encouraging groups of people who might actually have similar RP interests to get together and would work well with a little bump in social RP experience.
I only partially disagree with this... Having leveled a character from 1-25 in about 4 months I can say that I agree 11-20 isn't as fun as 1-10, but it is not because it takes more time. It is because a) there are approximately the same number of dungeons and exterior areas you can go to, but the dungeons are far smaller (there are no CR10-CR18 dungeons with multiple/large levels to explore) and for the most part require just once to see the whole dungeon, meaning all subsequent visits are pretty much going to go exactly as the player expects them to go. Contrast this with the first time going through the Mausoleum, the Hilltop Ruins, or the Gnoll Caves for the first time. Once you reach 21, things get a little better with Durlag's and Nashkel Mines for some decent, deep delving and exploration. However, because now you need even more XP on top of the XP / kill being lowered from 50 down to ~low 30's even there you get to know the dungeons like the back of your hand long before you are strong enough to move on to more dungeons.Snarfy wrote: ↑Wed Sep 02, 2020 12:19 am 1 to 10 is already fast. Even a grind-hater like myself could get to level 10 within two or 3 days, if I tried(probably faster). 11 to 20 isn't fun, that might take me another month, but I don't want or need to level at the same pace as people putting in twice the hours that I am, nor would it make sense for players putting in half of my hours(and potentially not RP'ing at all) getting the same amount of capped XP. Or, maybe I just don't get the suggestion.
I do fully agree though, that being someone who might get 10-15 hours of in game time per week TOPS I in no way think there should be some arbitrary wall that keeps someone who is playing 40 hours a week from far exceeding my gains.
Where is this CR20 dungeon that can wipe 5 level 30 characters? I want to go there!!! To my knowledge only the Troll Cave in Trollclaws and Yuan-Ti Hills are CR20 and I fail to see how either would be a threat... Especially with two CL30 wizards (or maybe 1 plus a partial/low CL wizard) and a Cleric that can buff with stuff the Yuan-Ti can't dispel. Even there, that place can be solo'd with a Fighter, Ranger, Rogue, well before 30 (though certainly not at 20, as it should be) so not seeing how a whole party gets wiped.Hoihe wrote: ↑Wed Sep 02, 2020 12:44 am Balance as in having a group of lvl 30s wiped by some cr20 ish dungeon even tho the party had a high save, high ac tank, 2 wizards to buff and dps, 2 rogues for dps and 1 cleric for healing due to the boss ignoring immunities and having ridiculous DCs on a spammable ability that ignores AC and knocks down the victim. Such killed my interest in pve and still discourages me.
I love this and certainly hope it is something a dev picks up on after the split to start adding various dynamic quests for different CR Dungeons. Personally I would avoid such things for 1-10 because those levels are already too fast for the content available, but once you hit 11 more dungeons (or expanding on existing ones to make them go deeper) and adding quest givers associated to those dungeons (or puzzles like durlag's etc.) would be fantastic. Great suggestion.Hoihe wrote: ↑Wed Sep 02, 2020 12:44 am Repetitiveness in revisiting the dungeon multiple times to get a single level, or even worse, needing to circle around the dubgeon multiple times.
There is an nwn1 server with fun PvE. The server has NPCs handing out quests to clear certain dungeons (by passing thu certain area triggers and killing like 4-10 mobs + the boss). This quests reward nice lump sums of xp and even more if this is the first time you do them. With the first clear bonus, provided they have a party to take on harder quests, they can avoid revisiting the same dungeon twice.
Granted, that server has been given a split and is pretty damn massive. So this idea could only really work for us once we do the server split.
Atm Durlag's is the only dungeon iirc that gives good xp for solving its puzzles and clearing its challenges (I think like 7k xp for challenge + boss?)
I agree but will expand a bit. It used to be said that leveling 1-30 took a minimum of 6 or 7 months with the average being more like 9-12. Now it can be done in less than 3 months by a dedicated grinder or anyone that plays a lot of hours with the average (guesstimating here) probably being closer to 5-6 months. Faster leveling doesn't solve for the root problem of unsatisfying PvE, it just expedites your trip to 30 where XP gains cease to be one of your carrots and all you are left with is player RP, looting to hope for an uber drop, or hunting for DM attention/events. In the end, the answer is to provide for an engaging PvE from 1-30 which simply put can only be done by adding a *LOT* more content. This not only requires more space, but skilled volunteers to fill it.
I won't comment on what DM's should or should not do, but I will say that I have always heard from those who were here before me that in the end BG tries to support as many varied play styles as possible... Right or wrong is in the eye of the beholder, but I will always try to avoid negatively impacting a style even if it is one I do not personally find fun or engaging.