Re: SuggestIon: Keep 100% rcr
Posted: Thu Mar 17, 2016 6:15 pm
I wasn't gonna chirp into this as I typically dislike these sorts of discussions, but here I go.
The only argument I've seen against the RCR maintaining is that 'it's fun to grow the character'. As the RCR isn't mandatory by any notion to create a new character, I have to say this is a flimsy argument. You don't have to use the RCR, if you truly enjoy the struggle from 1 - 30. It can be gratifying, at times, or it can be a absolute slog to get to the top plagued with inability to find a group, sometimes for RP reasons (my characters have typically been good aligned since my inception, and when you get a offer to RP group with a necromancer, you do what any sensibly minded person does and walk away.)
Then you have things like the persistent zone dominance that can end up happening in areas like the Xvart village, which further plague and add nothing but frustration to characters trying to get their levels on while being conflicted through RP. This typically leads to either pvp, or a singular PC being forced off of a map to go and grind, say for this scenario, the bears at high hedge despite the mob being inferior to the swarm of Xvarts one could kill. Hell, I've seen far higher level players PVP bait in that map trying to kill off good guys by 'joining the party', sapping the experience, and doing things like friendly fire to express their character's frustrations. While this has created unique RP, it typically ends in the same fashion. Lower level good guy tries to be good, and either goes away to return to tavern talk (shudders) or attempts PVP because he doesn't know he's totally outclassed, and gets slaughtered.
I'd also like to note, that your experience bar has absolutely nothing to do with 'personal growth'. The growth of a person continues well into old age mentally as you adapt to ever new situations, typically presented by other people. Yes, there is failure in life, and yes, there is growth to be done by the sword - but RP growth doesn't seem to be about that. And even if it was, there is still a RCR mechanic in the game. I used it myself many times for trying out new builds, as I am by no means a build monkey. NWN2 is a strange beast to me, and the mobs here are hard. The capacity to get a group together is hard. It is hard to level. It is hard to obtain what you had before. It's hard to balance this with things like school work, and classes, and work. And when you can still ploink back into the game somewhere close to 20, the argument further becomes diluted.
I personally though the limited 100% RCR was a pretty good idea. Not too much, not too little. Not too this, not too that. It could be held the last three days of the month every month, or less than that even. Peoples definition of what is fun is subjective entirely - for some, they'd like to take their new good, bad, or neutral character and dive right into what they think is fun, which is typically events. Some seem to truly enjoy dungeoning, and extracting loot/assembling wealth.
Me? I like a middle ground. When my character hits around the realm of close to 20, but not yet, I typically slow down on the grind fest and dip in deep to the RP, where my real love for things stems from. It's just no fun to have your build bullied by better builds, or higher level PCs. This doesn't create a dynamic, it just creates frustration. The argument here is, 'Would it increase the fun to have 100% RCR for a time, if not always.' The fact that there has been several people saying 'yes' tells us that for some, yes, it will increase what they perceive to be fun. It won't burn the server to the ground not to be RPing killing lizardmen for the fiftieth time. Simple as that. Our DM team is clever. I've seen them draw in higher level PCs to areas, and present them with new challenges. Their level simply means the DCs of things presented need to be adjusted, the mobs need to be of a higher ECL. It has very little to do with what their individual character's frowth as a person, aside from their build. Personal growth can still carry on well into the level 20+ spectrum.
My two cents on it, and likely all I'm going to say, as I don't typically participate in forum discussions. Changing the view of what a person holds as 'fun' is trying to take a computer geek, and telling them watching football is way more fun. Trust me, my family tries to do this to me -all the time-.
The only argument I've seen against the RCR maintaining is that 'it's fun to grow the character'. As the RCR isn't mandatory by any notion to create a new character, I have to say this is a flimsy argument. You don't have to use the RCR, if you truly enjoy the struggle from 1 - 30. It can be gratifying, at times, or it can be a absolute slog to get to the top plagued with inability to find a group, sometimes for RP reasons (my characters have typically been good aligned since my inception, and when you get a offer to RP group with a necromancer, you do what any sensibly minded person does and walk away.)
Then you have things like the persistent zone dominance that can end up happening in areas like the Xvart village, which further plague and add nothing but frustration to characters trying to get their levels on while being conflicted through RP. This typically leads to either pvp, or a singular PC being forced off of a map to go and grind, say for this scenario, the bears at high hedge despite the mob being inferior to the swarm of Xvarts one could kill. Hell, I've seen far higher level players PVP bait in that map trying to kill off good guys by 'joining the party', sapping the experience, and doing things like friendly fire to express their character's frustrations. While this has created unique RP, it typically ends in the same fashion. Lower level good guy tries to be good, and either goes away to return to tavern talk (shudders) or attempts PVP because he doesn't know he's totally outclassed, and gets slaughtered.
I'd also like to note, that your experience bar has absolutely nothing to do with 'personal growth'. The growth of a person continues well into old age mentally as you adapt to ever new situations, typically presented by other people. Yes, there is failure in life, and yes, there is growth to be done by the sword - but RP growth doesn't seem to be about that. And even if it was, there is still a RCR mechanic in the game. I used it myself many times for trying out new builds, as I am by no means a build monkey. NWN2 is a strange beast to me, and the mobs here are hard. The capacity to get a group together is hard. It is hard to level. It is hard to obtain what you had before. It's hard to balance this with things like school work, and classes, and work. And when you can still ploink back into the game somewhere close to 20, the argument further becomes diluted.
I personally though the limited 100% RCR was a pretty good idea. Not too much, not too little. Not too this, not too that. It could be held the last three days of the month every month, or less than that even. Peoples definition of what is fun is subjective entirely - for some, they'd like to take their new good, bad, or neutral character and dive right into what they think is fun, which is typically events. Some seem to truly enjoy dungeoning, and extracting loot/assembling wealth.
Me? I like a middle ground. When my character hits around the realm of close to 20, but not yet, I typically slow down on the grind fest and dip in deep to the RP, where my real love for things stems from. It's just no fun to have your build bullied by better builds, or higher level PCs. This doesn't create a dynamic, it just creates frustration. The argument here is, 'Would it increase the fun to have 100% RCR for a time, if not always.' The fact that there has been several people saying 'yes' tells us that for some, yes, it will increase what they perceive to be fun. It won't burn the server to the ground not to be RPing killing lizardmen for the fiftieth time. Simple as that. Our DM team is clever. I've seen them draw in higher level PCs to areas, and present them with new challenges. Their level simply means the DCs of things presented need to be adjusted, the mobs need to be of a higher ECL. It has very little to do with what their individual character's frowth as a person, aside from their build. Personal growth can still carry on well into the level 20+ spectrum.
My two cents on it, and likely all I'm going to say, as I don't typically participate in forum discussions. Changing the view of what a person holds as 'fun' is trying to take a computer geek, and telling them watching football is way more fun. Trust me, my family tries to do this to me -all the time-.