Yumi wrote:Thank you for the advice aaron22! I'm level 9 now...I can see a lot of guilds here and was thinking about joining one do you have any suggestions?
Looking for Batman/Punisher style detective/vigilante style RP? THen The Hunters of Vengeance is the place for you! Local Hoarite and like minded people guild. Needs active players seeking adventure and RP Coast wide!
Kory Sentinel
"We should take the army head on!"
"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
Yumi wrote:Thank you for the advice aaron22! I'm level 9 now...I can see a lot of guilds here and was thinking about joining one do you have any suggestions?
Looking for Batman/Punisher style detective/vigilante style RP? THen The Hunters of Vengeance is the place for you! Local Hoarite and like minded people guild. Needs active players seeking adventure and RP Coast wide!
Yumi wrote:Thank you for the advice aaron22! I'm level 9 now...I can see a lot of guilds here and was thinking about joining one do you have any suggestions?
Looking for Batman/Punisher style detective/vigilante style RP? THen The Hunters of Vengeance is the place for you! Local Hoarite and like minded people guild. Needs active players seeking adventure and RP Coast wide!
drowning in the selfish plug
Hands Aaron22 a floaty and a snorkel.
Kory Sentinel
"We should take the army head on!"
"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
And back to the topic of experience... Right, level 26, and it seems there are some mobs that I can defeat solo in the Forest of Wyrms and get about 20~ points of experience per kill. Now the question is, why should go there when I could kill about 3-6 'trolls' in the Troll Claw Fjords and get 8-19 experience points per kill in the time it takes to kill just one foe in the Forest of Wyrms? One of these areas can potentially kill my character and inflict that experience penalty of 2600 points of experience, while in the other the possibility is much, much, much lower.
" I am no longer here, the elves of the Sword Coast are just far too horrible... "
@yumi: PC is great you will love it. tell them all lunu says hi!! not IC though as she is not happy with them
@comments: that is risk vs reward. we make those decisions at level 1 all the way to 30. its just at level 1-10 it is not so bad to eat 100-1000 xp on death when you get 50/kill. at 27 getting 15/kill makes eating 2700xp nearly impossible to bare. i never soloed chaos because one bad save would cost me 2000+ xp. no way that was worth it.
So is the staff looking into working on this or what? I mean we can talk about it until we are blue in the face but unless the admins agree with us, the area builders work on it and QC approves it I assume it won't even get done.
Konosuba taught me cool wizards don't look at explosions.
Laughingman wrote:So is the staff looking into working on this or what? I mean we can talk about it until we are blue in the face but unless the admins agree with us, the area builders work on it and QC approves it I assume it won't even get done.
We're not currently looking at this admin/dev-side, no.
We're looking at some alternate sources of XP gain/character progression XP -- exploration-based XP nodes (one builder working on it atm), an interesting new quest system (very early discussion, might not happen), etc. -- but we're not looking at making grinding more attractive than it presently is at the moment.
Could try implementing the system they use on Trinity. The system works by increasing xp given by mobs but also increasing the difficulty of mobs as a counter-balance. You have up to six difficulty modes each of which doubles the amount of xp but also doubles the power and difficulty of the mobs and makes them much harder to kill. You can choose from these modes and get more xp accordingly but doing so makes the mobs exponentially harder. At max setting every single mob would be equal to a boss but would give out tons of extra xp (if) the players manage to beat it.
This system also lets players who find the mobs too easy a way to make the fights more challenging. Imagion being able to make a kobold as strong as a frost giant for instance... with this system those who want such a challenge can have it. This would also dramatically extend the usability and life span of the lower lv dungeons and increase the number of people using them. Many people complain that the low lv areas are always empty, this would give even high lv toons an incentive to visit and thus repopulate these areas.
"To understand magic one must first understand magic."
Agathion Benedictus: Holy Priest. Retired for now. Tiax Rules-All: Gnomish madman. Retired permanently. Exordius Vrass: Cleric/Mage. Currently active.
V'rass wrote:Could try implementing the system they use on Trinity. The system works by increasing xp given by mobs but also increasing the difficulty of mobs as a counter-balance. You have up to six difficulty modes each of which doubles the amount of xp but also doubles the power and difficulty of the mobs and makes them much harder to kill. You can choose from these modes and get more xp accordingly but doing so makes the mobs exponentially harder. At max setting every single mob would be equal to a boss but would give out tons of extra xp (if) the players manage to beat it.
This system also lets players who find the mobs too easy a way to make the fights more challenging. Imagion being able to make a kobold as strong as a frost giant for instance... with this system those who want such a challenge can have it. This would also dramatically extend the usability and life span of the lower lv dungeons and increase the number of people using them. Many people complain that the low lv areas are always empty, this would give even high lv toons an incentive to visit and thus repopulate these areas.
Right that is an idea. Since XP is the premium here and not loot it sounds just right for this server in my opinion. Though any way we can lessen the quest grind is what I am looking for. I love killing mobs but I hate killing the same mobs over and over. I prefer to dungeon crawl in certain areas hitting them all up as a way of XP and loot. With this you could make harder monsters for sure and get your XP.
Kory Sentinel
"We should take the army head on!"
"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
Quests are only fun when there is a challenge involved. I would say put level limits on the quests but that leaves us without high level quests to accomplish. I somehow doubt there could be a decent batch of quests that provides a suitable challenge across those levels but maybe linking them to the high level grinding areas would be a start. On a personal note I stopped doing quests almost completely as I just can't...
Lockonnow wrote:greatest fear like the movie Hellraiser they show you what you most fear and take a Image of IT