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Re: Poll: Creature Kill Experience Points

Posted: Wed Mar 29, 2017 5:45 pm
by Marathados
Calodan wrote:
chad878262 wrote:I would actually argue it would even be beneficial to cut XP by 10-20% from 1-18 and increase it by 50% 18-29...The leveling would feel more even at least.
How about we just up Epic XP? I like the levels from 1-18. THey are fine just as they are actually. I like that I can go get 50 XP per dire bear at level 7. That is a CL11 Area. It should pop me 50 at 7.
Exactly my thoughts!

Re: Poll: Creature Kill Experience Points

Posted: Wed Mar 29, 2017 5:56 pm
by Egg Shen
aaron22 wrote:i think a year is the appropriate time. there are alot of players on the server that have toons for over a year as there only/main and have not reached 30. but i would say the majority do it in about that time.

just getting xp for logging is not the answer. that is silly. i could literally log in everyday and drink ale and be a level 30 monk. does that make sense?

the double xp function sounds alright but i would think that xp at the lower levels would need to be lowered to compensate for the bonuses. or max it at 1000xp/week and only RP xp builds on the bonus.

anything worth doing is hard to do.
Well, I think we need to be careful with the argument that it "doesn't make sense." Are we talking IC or OOC? Because the current system certainly doesn't make sense, either. My argument is that it makes no sense from an IC perspective, and very little sense from an OOC perspective. Killing the same things over and over and over again; like where do these Xvarts keep coming from? Doing the same quest repeatedly, when it has no rationale for being repeatable; how many times has that poor one-eyed halfling been killed at Boarskyre Bridge? How does making deliveries around town net me more experience than facing off against a pack of wolves in a battle for my life and coming out on top?

Should RP experience be gotten rid of altogether? What is the max per day for RP xp? It's at least a 1,000, right? I could get a level 30 while never leaving the farmlands if I managed to hit the RP cap every day. Makes sense? But that takes time, so maybe it's considered work as well. I'm not sure on that one...

I'm going to assume that you have a background in MMORPG's and not in tabletop DnD. In Tabletop gaming (which I would argue is what BGTSCC is trying to mimic moreso than an MMORPG), you don't sit down thinking to yourself, "man, this is going to be hard work. But then, nothing worth doing is easy!" You sit down thinking, "I love this game. I get to portray this cool alter-ego and go on adventures with my mates. I'm gonna learn some new moves and maybe find a cool item to help me not die in these dastardly dungeons we'll be exploring. This is gonna be FUN!"

Now, because there are other people playing at the same time in BGTSCC, things get a little skewed. It certainly makes no sense to have as many demi-god like adventurers running around as we do. Most of the heroes and villains you've read about in FR lore are not as powerful as our playerbase. But it also doesn't make sense from an OOC perspective to somehow limit who gets to achieve this level of greatness. Obviously, it's just a matter of time before we all have a level 30 character.

If everybody agreed that a year was the appropriate time, fine. Give me a system where I can log in as little or as much as I want, play the game from an IC perspective and not do lame OOC stuff just to level, and I'd be happy. I think the time frame would make new players uninterested in joining after a certain point, but maybe I'm off there.

*Edit* I think that some people think that wouldn't be FAIR. Because you've put in so much work and others haven't. But if we took the work out of the equation, then essentially all you've done is had way more FUN compared to those who haven't logged in as much. No? If we're all operating under a no-work required system, the only reason to log in is because you enjoy logging in?

Re: Poll: Creature Kill Experience Points

Posted: Wed Mar 29, 2017 7:13 pm
by Tekill
Egg Shen wrote:
aaron22 wrote: I'm going to assume that you have a background in MMORPG's and not in tabletop DnD. In Tabletop gaming (which I would argue is what BGTSCC is trying to mimic moreso than an MMORPG), you don't sit down thinking to yourself, "man, this is going to be hard work. But then, nothing worth doing is easy!" You sit down thinking, "I love this game. I get to portray this cool alter-ego and go on adventures with my mates. I'm gonna learn some new moves and maybe find a cool item to help me not die in these dastardly dungeons we'll be exploring. This is gonna be FUN!"
There has been lots of comparisons made between d&d the pnp game and d&d the mmo.
I agree that we ideally want to be more like the pnp version, but can not deny that it is a video game.
Still I think there is a focus made on wanting players to enjoy the moment and not focus on end game. Enjoy level 5, it's going to be fun.
This is not to say exp may not need tweaking. .I just think there is an unecessary need to beat the video game by reaching max levels. I have not hit 30 yet but 30 looks a bit boring.

Re: Poll: Creature Kill Experience Points

Posted: Wed Mar 29, 2017 7:58 pm
by aaron22
i do have a background in MMORPG. i played 3rd edition when i was a kid, but prolly not like you guys did. the RP is totally new. understanding the math of a game, is not. but even when i was in MMORPG end game guilds working to push content. I was always...
You sit down thinking, "I love this game. I get to portray this cool alter-ego and go on adventures with my mates. I'm gonna learn some new moves and maybe find a cool item to help me not die in these dastardly dungeons we'll be exploring. This is gonna be FUN!"
that hasnt changed upon coming here. in fact, it sounds like i enjoy the game more than you do. i don't worry about how much XP i am getting or not getting. i just play with my "friends" and have fun. maybe get a cool item that i can use. see what craziness i can get into with a DM. follow the intrigue of the player run plot lines. try my best at delivering an RP that portrays my character in the way i envision her.
Calodan wrote: A year to 30 doing what? 2 hours per week? 2 hours per day? What does a year to 30 mean? When you say something like that I assume you mean a occasional gamer can make 30 in a year right? Not a grinder? A grinder having to take a year would mean that poor poor casual gamer you know?
i can grind up a 30 in a couple months. anyone with time can do that. i dont think that the majority of the server here are HC grinders. and this thread isn't really pertaining to them, but it will have an impact on them as well. i am speaking for the more casual player. one that only logs a few times a week. can only afford 5-10 hours a week total.

Re: Poll: Creature Kill Experience Points

Posted: Wed Mar 29, 2017 9:34 pm
by Egg Shen
aaron22 wrote: that hasnt changed upon coming here. in fact, it sounds like i enjoy the game more than you do. i don't worry about how much XP i am getting or not getting. i just play with my "friends" and have fun. maybe get a cool item that i can use. see what craziness i can get into with a DM. follow the intrigue of the player run plot lines. try my best at delivering an RP that portrays my character in the way i envision her.
That's awesome. But nowhere in that description of how you enjoy the game do I get the "anything worth doing is hard" vibe. Why would it matter to you in any way, shape, or form how other people feel about leveling, or what leveling system we have in place, given what you've just stated? It seems like we could have the wackiest, least intuitive system in the world and you'd just roll with the punches, doing exactly what you've described above.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 3:48 am
by Olfrek Mormont
I know I know too long and grammar and stuff don't judge.

As a very old member "I was never well known or popular, I was just "There" "I have to cast my vote on the 2nd one down. I use to name my characters Elandrial if anyone might remember which was about 2-4 years ago. I have RCR'ed many times and have never made it to lvl 20, why? because i was never happy with certain classes/builds thus never reaching 30 let alone 20. I recently RCR'ed again and thought to myself it won't be such a loss ill be lvl 16-17 from 20 because i thought the penatly was going to be forgiving. I had made it to lvl 19 within 13 hours of non stop grinding in groups, groups that are NOT Easy to come by. Some may know me as Olfrek, a dwarf healer now.. hangs around xvarts alot. But anyway , 13 hours of non stop grinding and got from 15 to 19 i those hours because im more focused on progression than anything else.. So i made an alignment change/domain change and in order to do that i had to RCR whichis a load of crap mind you.. and i ended up being lvl 14 from 19.. You any of you know how much XP that is? That's alot of xp..and 13 hours is not what i want to do, but if it means spending 13 hours to progress just enough to see my character become powerful ill do it but honestly im getting tired of this.. The low XP mind you 20-28 xp isnt enough, 35 isn't even enough..that and the RCR deal..i hate being punished because i screwed up or i wanted to change my ways.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 6:18 am
by K'yon Oblodra
I feel the same as Aaron, mainly I try to RP and have fun. The grinding for XP is more of a necessary evil and while I understand your point egg shen something to consider is the grind xp vs RP xp. If we increase the xp per creature the ratio between xp gained via grinding compared to xp gained via RP changes to a disadvantage for people that would rather RP than grind.

While I like the idea of increasing the xp gained per creature kill one should then also consider increasing RP xp as it would just become more punishing in a way to RP instead of grinding xp and people would have to even further consider if they want to catch up with others or RP with them.

I really like the idea of a character growing as opposed to a character just appearing out of nowhere suddenly powerful beyond believe. That's why I think a not too fast leveling process isn't necessarily a bad thing. Maybe it could be quickened a bit but yea then the RP xp should be tuned as well in my opinion.

I've been RPing with people way higher than me joining them in super dangerous areas to be able to RP with them. It's not all that bad but sometimes you just did instantly and honestly that is little fun to RP and even worse with the reanimation being bugged its even more annoying cause you hold everyone back and often even have to be escorted...

Hope I got my points across is probably a bit unstructured... Sorry bout that

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 9:05 am
by aaron22
aaron22 wrote: anything worth doing is hard to do.
first of all that is a general statement that applies anywhere. it can be climbing a mountain or writing a book or losing 50lbs. if it were easy then it wouldn't be worth remembering or being proud of. that applies here as well. if i could just shoot 1-30 in a month max grinding, i would not have anything invested in the character. i might as well be rolling up a 30. and if not for the slow progression of 19-25 and snail-pace 26-30. i could do that. and so could anyone else with some time to put in. getting to 30 is not easy. it takes time. it rakes effort. it can be fun and rewarding at the same time, but that does in no way diminish that it is not easy. in the long journey to 30 a player will have many bottlenecks that will challenge the player. these bottlenecks could be mechanical in nature or player conflicts that put your character in tough situations. these bottlenecks would be far less if we could just shoot 1-30. these bottlenecks and getting past them are what make the game fun (at least for me). i enjoy leveling and getting gear. hell, i'm addicted to opening boxes(see next section). but i also really love the player driven plot lines that evolve on this server. the intriguing storylines that everyone has. the confrontations between rivals. that stuff is exciting. that is probably why i play more evil-leaning characters. i like the conflict. i dont PvP monger. i actually like better when PvP is delayed and the threat lingers over time. so how would an increase in xp make the game worse for me? the long journey through the epic levels defines your character. you establish in your guild. become a a voice on the server. this takes RP time. and at those levels, RP becomes much more viable a way to gain xp. your character in those levels looks alot more like the one you will be at 30. getting through the dungeons (for most non-PB builds) will require a duo/group and to do it safely, even more so. this builds relationships and puts out to the server what you are and what you can/cannot do. who are your allies/enemies. what it is that defines the PC. these are important levels for you to establish yourself in the server. IMHO bouncing through those levels in a few weeks would be a huge disservice to the player's PC and his/her place on the server. right now, if you see a level 30 you can assume that they have put forth some time and effort in building that PC. you can feel comfortable building a relationship with that PC. if the levels are able to be taken in a couple weeks then the viability of the player becomes more questionable. Not only that, during these long levels the progression also becomes bigger. getting VF after a level or EDR1 or EW or BoE is a BIG step for your character. the epic level advancements are the biggest 10 you will have.

lets also just clear this up..
this game is not a true MMORPG. it is also not PnP D&D either. it is somewhere in between leaning more toward the MMO side than the PnP side. and that is considering that fantasy MMORPG's are derived from PnP and Dungeons and Dragons specifically. they are build on that model and altered in a fashion to create an addictive and entertaining VIDEO GAME. quick early game progression slowing down steadily as you reach end game. gear upgrading. See B.F. Skinner Operant Conditioning. this game uses the same techniques that all MMORPG's use by following the skinner box theory of conditioning the players. this is far more a MMORPG than PnP people. and i really think that is a good thing. we have the chat with friends thing here, but do not think that is what separates this game from the big box MMORPG's. those games have that too. they also have RP servers and whatever. this one taps into our nostalgia of the PnP by following the rule set more closely of the DMG/PH of D&D. we also have the DM's present and that does separate us from them. but really, that is just about it.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 9:49 am
by Aspect of Sorrow
Tabletop sessions granting epic levels from 1 within a year's time is an exception, not a rule. The largest PW in the NWN series had a plethora of DMs and hundreds of players spanning a multitude of servers with 0 XP gain from creature kills, and multi year investments on characters reaching level 20 - 30. This had inclusion of the casual gamer. That was an HCR following community that had a vibrant world that didn't have a "life after epic" complex with it's playerbase.
that and the RCR deal..i hate being punished because i screwed up or i wanted to change my ways.
Besides NWN2DB, there exists the JEGs module. The RCR attempts to deter inappropriate retooling of characters that try to swap one discipline for something entirely opposite and treat it in character as not being a big deal. Something that could be done on this front is swapping the XP loss for a span of RL time that would represent XP gain within. Say, unless there was a feat or character breaking issue (that a DM can reward with an immediate RCR on), a three month "cooldown" of RCR use on the character without XP penalty may be applicable. This decision is up to administration and HDMs ultimately.
I think that some people think that wouldn't be FAIR. Because you've put in so much work and others haven't. But if we took the work out of the equation, then essentially all you've done is had way more FUN compared to those who haven't logged in as much. No? If we're all operating under a no-work required system, the only reason to log in is because you enjoy logging in?
I wouldn't make any bets on this kind of XP entitlement.
Generally speaking, in my opinion all epic CR areas simply need to be reviewed and have XP gains updated. Frost Giants should be giving ~40XP at level 27 or 28 (ECL 0), but they only give about 20, for example.
I agree with this. The epic levels is where the real time consuming issues occur.

Something I find interesting is the reasons for wanting tremendously fast XP rates, one of them to roll another character after another character. If you're just repeating the cycle, what gain do you have when you've reached your maximums? Campfire RP isn't any different from level 1 than it is from level 30.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 10:07 am
by Egg Shen
@aaron22

Since I think you're responding to me, I just want to point out that I am not really advocating faster leveling. Some are, and that's what most of the poll options are about, and it's not surprising that most of the playerbase is asking for some form of xp increase, but I'm asking for something much different.

I'm also still confused. You admit that people can already grind to a level 30 in a few weeks if they really want to. But then you also seem to imply that if you run into a level 30, you know they put in the time and effort to get there and that somehow validates your gametime and/or rolelplay with them.

Also, it seems like you're saying that if you, personally, leveled faster, then your enjoyment of the game would be lessened? I mean, that's entirely a personal choice, isn't it? Even if the xp got increased, you can choose how often you click the Level Up button. Or how often you participate in dungeon crawls and such. I suspect if you just played the game how you do currently, you wouldn't notice a difference in the quality of your roleplay and character development if xp was 20% faster (for instance). Again, I'm not pushing for more xp per kill, but just to play devil's advocate for those that are...

Also, I agree that right now the xp system is built on an MMO model. A "try to make you addicted to the grind" model. What I would like is a shift away from that, to more of a PnP model.

@AoS
I know that the main server would never switch to an experimental XP progression like the one I'm pushing. I just wish we could somehow think about testing some less intuitive options for those of us who both enjoy advancing their character mechanically, and enjoy roleplaying. It feels like I'm always doing two completely different things when I'm online. And once we switch to "training," the RP just stops and we're running around killing things like savages for too much of my playtime. I do it, because I actually don't want it to take a year or more to reach level 30. When hardly anybody is level 30, the nwn1 server you mentioned seems reasonable. But here, people have STABLES of level 30 characters they can choose from. This place is popular for very different reasons that ALFA or other such HCR and/or perma-death servers were popular.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 10:20 am
by chad878262
Aspect of Sorrow wrote:Something I find interesting is the reasons for wanting tremendously fast XP rates, one of them to roll another character after another character. If you're just repeating the cycle, what gain do you have when you've reached your maximums? Campfire RP isn't any different from level 1 than it is from level 30.
For me, personally I almost never campfire RP and get bored if standing around RP'ing for too long unless it is advancing some plot or planning for a dangerous adventure/event. I play for the adventure RP mostly. I participated in a guild in the past with plots within plots and all kinds of intrigue and it was fun, but most of those players have moved on to other RP and it just hasn't interested me as much lately. However, IMO it is not repeating the cycle when you start a new character. It is coming up with a concept and then rolling with it both from an RP perspective as well as a mechanical perspective. However, when you get to level 20 as a Drow, it becomes pointless to play for anything more than specific RP/events or weekly quest/looting runs. Why? Because your XP gain is down to between 10-21/kill and you need over 20K XP per level... So you can run around trying to grab a dozen enemies to AoE...100-200 times, but it's going to take ages and you don't even get the benefit of being able to try out different areas. So, for me even though I loved (and still love) my concept of a Fighter/Mage/Thief from a build perspective, that PC is no longer going to be played much because at level 20, any more than the 1 1/2 hours or so per week when he can actually gain a decent clip of XP isn't worth it... There are no new areas to explore, no areas where there is a decent reward for the danger he'll face.

So, start a new concept. Still play him now and again, still can't take on the Pit Fiend afterall, but also not going to beat my head against the wall for the 6-10 or so hours/week that I play. Different character (surface PC, cuz I won't put myself through the pain of another UD character to deal with leveling), different RP, etc.

It's no different then when you start a new campaign in PnP with a brand new character. Sometimes you start back at 1, sometimes you may start somewhere between 2-20 (both via RCR as well as based on what the campaign dictates in PnP). However, it is a different character, different race, classes, stats, skills, etc. to go along with different RP that might scratch a different itch each of us has. So both mechanically and from an RP perspective, it can be fun to try out different characters in order to broaden ones horizons as to different play styles and different types of RP with different players/factions.

EDIT: All this said, I actually don't agree with increasing XP rates to be 'tremendously fast', just making epics more palatable either by getting Epic XP up to the 40-50 range that it sits in pre-epic or by introducing some mechanic to at least be able to gain the ~10K of quest XP without spending 3 1/2 hours mind numbingly running the same quests I have completed a million times. I generally don't do them, when I do I give up after about 30-45 minutes and end up with half finished quests sitting in my journal for several weeks. This is the one bonus the UD has... ~5K of quest XP (more if Valshar quest is fixed) can be completed in maybe an hour to an hour and a half and comfortably sits on the path one might take for a loot run. However, the surface, while it has more quest XP available requires a mad dash sprint back and forth as far south as the CloudPeaks and as far north as Soubar, with occasional backtracking. I would just like to earn similar XP as I can from questing each week by simply grouping up with 1 or more buddies and adventuring where I want to go (ie. LEVEL APPROPRIATE AREA's, maybe even CR above our level to see how well we do). Questing, especially in epics requires no challenge, but grants XP far faster than you can gain it adventuring, since you are getting anywhere from 5 (Durlags/Nashkel Mine) - 20 (Frost Keep, Naga's, etc.) XP per enemy. Adventuring, while more fun, will have you gaining a level in the epics about once per 10-20 hours played, vs. gaining levels up to 18 at a pace of about 1 level per 3-6 hours played (obviously as you level it continually takes a bit more time.

I would like to see the low epics (or 18-24 if you prefer) take under 10 hours of play time per level, which for me would equate to about 3 different play sessions over a 2-3 week timeframe and the mid - high epics (25-30) take under 12 hours / level. If you need 29,000 XP (29-30 for non-ECL) 12 hours equates to ~2,500 XP per hour... At level 17 you can earn ~3,500-4,000XP / hour. At level 29 you are probably looking at more like 1,000/hour, currently. And these numbers are grinding XP, not adventuring... This is why I say Epic area mobs simply need to have their XP doubled, however that is accomplished. It would still not bring epics in line with pre-epics, they'll still probably take more time to gain level 20-30 than it takes to go from 1-20... It will just be a little closer.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 10:26 am
by Face
Still think bonus xp pool is the way to go.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 10:56 am
by Calodan
Face wrote:Still think bonus xp pool is the way to go.
This seems the best idea. To give to everyone the approx. amount of weekly quest XP to a pool that ticks off a set amount of that XP pool per XP award that you get IG while playing the game. If you want to still quest and earn coin great as you kill monsters and pick locks along the way you can get that XP while questing and getting that gold and the occasional worthy treasure item. If you want to go campfire RP or Fish RP for your XP then by all means do so! If you want to do a certain area of dungeons in succession for the loot and kill monsters like that. (Which BTW is how BG is set up. In dungeon loops. You do certain loops that ramp up in CR as you go through to the end. *) Point being you can do what your little gamer heart desires for that 8500 or so XP.

* - So to further explain what I mean by dungeon loops I will list a couple of loops and the levels you do them in.
Levels 1-5 Loop = Bandit Cave BG North > Graveyard Crypt BE East > Kobold Ruins > Bladelings Ruins > Deep Ruins > Gibberling Caverns (Ranged PCs beware the Gibber Chief has Deflect Arrows)
Levels 6-10 Loop = Cloakwood Mines Friendly Arm Inn Levels 1-4 > Trolls Beach Cave Tradeway South?> Abandoned Church Lions Way North of Beregost (This one only do with a group if on the lower end of the 6-10. Has many mephitis fire, ice and acid as well as occultists with magic. > Goblin Ruins Lions Way North of Beregost
Levels 11-16 Loop = Orc Cave Sharpteeth Wodds Friendly Arm Inn > Gnoll Cave Tradeway South (If lower level need a group the Beholder is a bit of a pain) > Troll Cave Tradeway South (At these levels this is for the chests and lockpick XP) > Minotaur Labyrinth Cloakwoods Deep > Wytch Cave Cloakwoods Deep > Haunted Mansion (DO NOT DO CHAOS THIS LICH IS A EPIC BOSS ADDED ON ONCE EPIC LEVELS IN THIS AS THE LOOT RUN)
Levels 17-21 Loop = Ulgoths Pirates Ulgoths Beard > Fields of the Dead Crypt (Not the Vault. I.E. BIG SKELETON OMINOUS THINGY. THIS IS A EPIC DUNGEON FOR GROUPS OF PCs 27+) > Troll Cave Troll Claws West > Ogre Cave Troll Claws West > Ogre Castle Troll Claws East

There you have it the best loops at respective CRs for groups. This is mostly groups that do this at those levels. Solo it becomes a more ominous task to do some of those dungeons at the lower end of each of those level groupings.

Also if you do those runs you get plenty of loot for more adventure gear and or POTs to consume and keep doing that same thing for levels and roughly 2500+ XP depending on your level per run at each grouping. That is not bad for roughly an hours worth of play time and less if in a group that just runs it. Throw in RP along the way there is a good chunk of XP there for the early levels! The key is that these are all <level 21 runs.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 11:21 am
by aaron22
@egg shen
Since I think you're responding to me, I just want to point out that I am not really advocating faster leveling. Some are, and that's what most of the poll options are about, and it's not surprising that most of the playerbase is asking for some form of xp increase, but I'm asking for something much different
i agree and think that if the players received 1000xp/kill the majority would still want more. more always seems better. even if it is not.
I'm also still confused. You admit that people can already grind to a level 30 in a few weeks if they really want to. But then you also seem to imply that if you run into a level 30, you know they put in the time and effort to get there and that somehow validates your gametime and/or rolelplay with them.
right now i have and can (just like anyone else. im not special) get a PB 1-30 in about 3 or 4 months. i did that with my first two toons. the longest portion for me was about 24+ on those toons. those take up about 1.5-2 months just on those levels. i enjoyed that because i felt like i was winning at BGTSCC. when i finished with my 2nd PC. i realized i was not even playing BGTSCC and was winning at nothing really. the toons had nothing in the way of presence. i wasnt regarded as anything by the player base. i was actually not very good at playing the game, because i only new how to beat these monsters here and there in the set path that made leveling fast. at that point i decided to play the game and at that point RP'ed and joined the community. i was not good at RP. im not good still. but through RP is where you join the community. when you join the community you get into the player plots. DM plots. gain the allies. establish enemies. learn to be a better player. learn to be a more versatile builder. the community(RP) is where i found this. my third pc took me about 6 months to get to 29 doing it this way. not everyone knows my 3rd PC, but many of the peers that i share a similar playtime with do. but if we increase the 19+ levels to be similar to the pre19 levels then i could grind up a 30 in a month or so. i DO think that spending the time and effort (6 months or more) to get all the way to 30 is worth noting. and that would defiantly be lessened if it were made significantly shorter.
Also, it seems like you're saying that if you, personally, leveled faster, then your enjoyment of the game would be lessened? I mean, that's entirely a personal choice, isn't it? Even if the xp got increased, you can choose how often you click the Level Up button. Or how often you participate in dungeon crawls and such. I suspect if you just played the game how you do currently, you wouldn't notice a difference in the quality of your roleplay and character development if xp was 20% faster (for instance). Again, I'm not pushing for more xp per kill, but just to play devil's advocate for those that are...
all of the points in my posts are merely opinions. what "i think" just as much as yours are your own. being on both sides of the push to 30 and the take 30 when it comes sides of the game, i know (for me) which i liked the best. i think we run into a matter of perception when it comes to looking at what we are doing while in the game. if you are enjoying good RP with your peers and taking on challenges and hoping you get a good piece of gear and the excitement of that XP. and that is what you strive for in the game then why does it matter if you are level 10 or 20 or 30. at 30 you lose a portion of the fun that comes from xp meaning anything at all. you no longer get to look forward to getting that great cleave so you can take those FB levels next. or the EW so now you can reep that cheese. or the access to those 7th level spells now.

i have 4 characters in the 20's i would certainly notice an xp increase. 20% increase is pretty big. i notice it when i play a toon with 20% penalty. its doable but defiantly noticeable.
Also, I agree that right now the xp system is built on an MMO model. A "try to make you addicted to the grind" model. What I would like is a shift away from that, to more of a PnP model.
the whole game is built on a MMO system. try to imagine a world where it was like PnP.
-DM puts a schedule of adventure start times
-4-6 players sign up as first come first serve or players are selected to fulfill a continuation of an ongoing campaign. (DM discretion on PC's due to make up)
-all players that could not get into a group hang out at a tavern or dont log in at all.
-xp is awarded at end of session
-progression to 30 would take years and years unless DM's awarded xp that exceeds PnP rule set.

that does not seem like a good system to replace what we have currently.

Re: Poll: Creature Kill Experience Points

Posted: Thu Mar 30, 2017 3:53 pm
by Rask
K'yon Oblodra wrote:I feel the same as Aaron, mainly I try to RP and have fun. The grinding for XP is more of a necessary evil and while I understand your point egg shen something to consider is the grind xp vs RP xp. If we increase the xp per creature the ratio between xp gained via grinding compared to xp gained via RP changes to a disadvantage for people that would rather RP than grind.

While I like the idea of increasing the xp gained per creature kill one should then also consider increasing RP xp as it would just become more punishing in a way to RP instead of grinding xp and people would have to even further consider if they want to catch up with others or RP with them.

I really like the idea of a character growing as opposed to a character just appearing out of nowhere suddenly powerful beyond believe. That's why I think a not too fast leveling process isn't necessarily a bad thing. Maybe it could be quickened a bit but yea then the RP xp should be tuned as well in my opinion.

I've been RPing with people way higher than me joining them in super dangerous areas to be able to RP with them. It's not all that bad but sometimes you just did instantly and honestly that is little fun to RP and even worse with the reanimation being bugged its even more annoying cause you hold everyone back and often even have to be escorted...

Hope I got my points across is probably a bit unstructured... Sorry bout that

People leveling purely off RP XP already are at a huge disadvantage to grinders by default. So I am not sure what the point is you are trying to make. Also increasing XP across the board would naturally mean increasing RP XP gains as well, I would think. I think we'd all be for an increase in RP XP Tick rate and amount.