Okay, so do we just add more experience to each kill?Kiran wrote:From what I see in the poll the consensus is showing what majority of people want.
How much more?
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Okay, so do we just add more experience to each kill?Kiran wrote:From what I see in the poll the consensus is showing what majority of people want.
This is the real trick, isn't it. Too little, and we still have people spending an awful lot of time on the server doing something they consider to be anti-fun. Calls for more xp will continue. Too much, and people with lots of free time on their hands are blazing through the levels, while those with not much free time are still falling behind the people they adventured with in their early days.Tekill wrote:Okay, so do we just add more experience to each kill?Kiran wrote:From what I see in the poll the consensus is showing what majority of people want.
How much more?
You are looking at it wrong. Your first thought is about limiting those with more time than others. This is a false thought. You can not limit those with more time without punishing those without time. It is not something you can ever balance for. EVER. Once you grasp that it gets easier to look at things for the ones who are suffering from the false thought and actions to limit people with grind time.Egg Shen wrote:This is the real trick, isn't it. Too little, and we still have people spending an awful lot of time on the server doing something they consider to be anti-fun. Calls for more xp will continue. Too much, and people with lots of free time on their hands are blazing through the levels, while those with not much free time are still falling behind the people they adventured with in their early days.Tekill wrote:Okay, so do we just add more experience to each kill?Kiran wrote:From what I see in the poll the consensus is showing what majority of people want.
How much more?
To me, more xp per kill/quest doesn't really get to the core of the problem. But if forced to take this system or nothing, I'd say no less than a 20% increase so as to be noticeable, no more than a 50% increase.
@Tekill - Great question, however I will not answer it as I do not know the answer firstly and also it has nothing to do with the current poll, let's try and see first if majority wants to increase before we discuss % - I imagine staff will want to first look at what's been said so far rather than we go on another discussion which of course is relevant but not currently being asked.Egg Shen wrote:This is the real trick, isn't it? Too little, and we still have people spending an awful lot of time on the server doing something they consider to be anti-fun. Calls for more XP will continue. Too much, and people with lots of free time on their hands are blazing through the levels, while those with not much free time are still falling behind the people they adventured with in their early days.Tekill wrote:Okay, so do we just add more experience to each kill?Kiran wrote:From what I see in the poll the consensus is showing what majority of people want.
How much more?
To me, more XP per kill/quest doesn't really get to the core of the problem. But if forced to take this system or nothing, I'd say no less than a 20% increase so as to be noticeable, no more than a 50% increase.
I'm not sure it really matters what "my first thought" is for the purposes of answering Tekill's question.Calodan wrote:You are looking at it wrong. Your first thought is about limiting those with more time than others. This is a false thought. You can not limit those with more time without punishing those without time. It is not something you can ever balance for. EVER. Once you grasp that it gets easier to look at things for the ones who are suffering from the false thought and actions to limit people with grind time.Egg Shen wrote:This is the real trick, isn't it. Too little, and we still have people spending an awful lot of time on the server doing something they consider to be anti-fun. Calls for more xp will continue. Too much, and people with lots of free time on their hands are blazing through the levels, while those with not much free time are still falling behind the people they adventured with in their early days.Tekill wrote: Okay, so do we just add more experience to each kill?
How much more?
To me, more xp per kill/quest doesn't really get to the core of the problem. But if forced to take this system or nothing, I'd say no less than a 20% increase so as to be noticeable, no more than a 50% increase.
the consensus seems to be that an XP increase across the board for spawns is what the majority want. It's pretty clear. Followed by an increase in some areas (likely late level areas.)Kiran wrote:From what I see in the poll the consensus is showing what majority of people want.Tekill wrote:There are so many different opinions and suggestons on this topic. It would be interesting to see what the path of least resistance is, to a concensus on what actual changes should be.
Yup... But I suppose I could chime in how the 'late level area experience buff' is kind of a build dependent wish. Just like how it is with the low level 'grinding' ability, actually. I have played character just struggle the first levels only to grow much more powerful in the epics, and the otherway around.Rask wrote:the consensus seems to be that an XP increase across the board for spawns is what the majority want. It's pretty clear. Followed by an increase in some areas (likely late level areas.)
The only time the leveling seems to go at somewhat of a reasonable pace (Though still very slow.) are levels 8-18, everything after, or before, is a an insane grind, or a total absolute chore.Comments Only wrote:Yup... But I suppose I could chime in how the 'late level area experience buff' is kind of a build dependent wish. Just like how it is with the low level 'grinding' ability, actually. I have played character just struggle the first levels only to grow much more powerful in the epics, and the otherway around.Rask wrote:the consensus seems to be that an XP increase across the board for spawns is what the majority want. It's pretty clear. Followed by an increase in some areas (likely late level areas.)
/tAspect of Sorrow wrote:This argument can be drilled into the ground to the point that localvault is introduced and instant 30s are handed out and still not satiate the underscoring issues present from both the module and the playerbase.
I need an official 'this is an attempt to fix a symptom and not the problem' band-aid image made.
If that aspect of the conversation is still on the table.Calodan wrote: What I propose is this. Take the XP that is given for quests and wipe it out. KABOOM! GOOD BYE QUESTIN WEEKLY FOR A LEVEL! Keep the quests as a learn the server mechanic and as a gold mine weekly for players. Just do not have them award any XP what so ever.
That is exactly what is expected. You go in town and do those quests which send you to the important places in BG and to the CR1 Bandit Cave designed for level 1-5 PCs.HvN wrote:If I may, From a new players perspective. I do like the idea of a Bonus exp pool. 100% no doubt.
If that aspect of the conversation is still on the table.Calodan wrote: What I propose is this. Take the XP that is given for quests and wipe it out. KABOOM! GOOD BYE QUESTIN WEEKLY FOR A LEVEL! Keep the quests as a learn the server mechanic and as a gold mine weekly for players. Just do not have them award any XP what so ever.
The only problem I see is with (Removing Quest Exp) Is the way I get my characters from level 1 to level 2 is basically just doing the first 3 simple quests. (I may not know the best way, but that works for me) 3 quests get me just a few kills away from level 2, From there I have enough hit-points to Grind mobs in the grave yard OR explore some other zones and be able to enjoy that classic feeling of "exploring" with more than 8 hp lol. Unless a new player is able to find an RP event first thing right when he logs in for the first time, they may struggle even more so with trying to achieve those first few levels.
I'm not gonna lie my first few hours after the nostalgic buzz wore off were quite frustrating.
I was lucky however and was invited into some really interesting RP story lines. Witch I enjoyed very much.
Then again now that I think about it, All you have to do to start Rp'ing is just find a player and start talking. So if a new player had that in mind I guess he would be ok. Its easier than it looks really.
And I have no clue what the servers "turn over" rate is, maybe new players don't come all that often for this to matter that much.