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Arknin Profile
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Registered: 02-2007
Posts: 112
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Re: My two gold pieces.


Allow me to clarify my thoughts.

I agree entirely that higher levels should mean having done significant things that have an impact on the world (well, at least on the island).

What I find frustrating is the huge difference of progression speed. It's more a wall than a curve.

Last edited by Arknin, 3/21/2013, 3:52 pm


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3/21/2013, 3:50 pm Link to this post Send PM to Arknin
 
Totems Profile
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Registered: 07-2010
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Re: My two gold pieces.


If I'm not mistaken, the intention beyond getting people to 10 quickly (EXP until then is much higher) is to allow them to quickly establish what their character is, and their base abilities. At 10, you should (generally speaking) have your type of play somewhat defined.

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Characters:
Isania Jalitana- The Huntress (and Mistress Egofantastic.)
Calisto - Gryphonrider
Nyx Talonbite- Amazon Crystal Champion of Death By Snu Snu
3/21/2013, 4:29 pm Link to this post Send Email to Totems   Send PM to Totems Blog
 
theintrepidgnome Profile
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Registered: 02-2013
Location: Australia
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Re: My two gold pieces.


Maybe DM rewards could be increased to compensate. Then character progress would be more immediately tied with contribution to the overall server story.

I've always been apathetic to levels, myself, though. My highest level character is, um, eight.

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Calchas Blaesus: A mad seer.
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Tuckerr99 Profile
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Registered: 04-2012
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Re: My two gold pieces.


DM exp rewards are, in general, appropriate for the event. For instance, whether you're super high level or not, if the quest is just to get a package from point A to B without any conflict otherwise, you're going to get very little for doing so.

Meanwhile, if you manage to do something amazing on a quest, high level or not, you'll get more for doing so.

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Daedamai-- Blue-winged sarcastic bird
Wilgold-- The magnificent Red Bard
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Numos Profile
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Registered: 12-2006
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Re: My two gold pieces.


The smaller scripted experience rewards post-12th level are intended so that high-level progression is more or less dependant on how pro-active your PC is.

If you're up in everyone's face, leading expeditions into the unknown, stirring the pot, and toppling protagonists and antagonists you're going to shoot up. That of course comes with risk of death and failure. If you just want to smack some monsters, find some treasure, have a good-time and not get too embroiled in anything serious you certainly can - but that play-style will result in a longer-lived yet slower-advancing PC.

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Numos: Shapeshifting wizard
Taevis Bentham: Woodsman
3/22/2013, 1:15 am Link to this post Send Email to Numos   Send PM to Numos
 
Arknin Profile
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Re: My two gold pieces.


I think Event rewards are just fine as they are and, once again, I'm not saying advancement is too slow.

I'm saying the difference between pre-12 and 12+ is too big.

One more time.

XP rate is not too slow. The difference between 5-11 XP rate and 12+ XP rate is too big.

THAT is what I'm saying.

So I'm not asking for anyone to justify why it gets slower (I understand that and agree with it, too), I'm asking why so big a difference and if anyone else is annoyed by it and how do people level so fast?
I know I have many alts and haven't been online as much over the past week, but some characters here arrived much later than Merunia are already higher level than she is.

Which brings to mind... Of course higher levels should be rewarding and significant... but shouldn't that also apply to mid-level? It always feel pretty weird when Yvette praises Merunia's fighting skills when I know we're the same level and Yvette could kick Meru's ass blindfolded provided she buffs up first. It also feels weird how Harald is a few levels higher than Meru when it feels like yesterday he was asking her about somewhere to find decent foes because kobolds were not a challenge anymore.

Now I'm not saying it's wrong and I don't mind people leveling faster than others if they put more effort into it... but I'm questioning why the "value" (so to speak) of each level should have so much meaning past a certain point and so little before that.

I consider a good leveling curve to be important both IC and OOC, myself.

In fact, I'd be just as happy if it was slowed down pre-12, to make the level 12+ curve feel smoother.


Anyways, obviously it's not preventing me from playing though to be fair, it must get difficult after a while to come up with IC reasons to do this or that dungeon other than just grab loot and kick monsters. One can only take whatever notes and books are salvageable from a crypt so many times, after all (and even if that was fun, we go back to the potion duration issue as we RP through the dungeon).


EDIT: Okay, scratch all that, I just lost 600xp after being triple-firablled and triple-negative ray'd by three little dudes worth 5xp each.
It's simply ridiculous.
Yes, there should be risk in order to gain reward but risk and reward should be balanced somehow. It' simply isn't and that makes it more frustrating than fun.

Last edited by Arknin, 3/22/2013, 8:03 am


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SharranAes Profile
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Registered: 02-2013
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Re: My two gold pieces.


Haha

Yeah, this is why I only go to the easy places (Werewolves worth 5 XP per pop, for example) unless I am in a group of at least 3;
The slightly more difficult places give maybe 2-3 XP more per mob, but when you factor in risk VS reward (That is; How much damage you will sustain, how many potions and scrolls you'll use, and the general time it takes to kill each mob)..
 ...It just isn't worth the effort

Especially when you take into consideration that one bad stroke of luck (Like getting triple critted by axes in rapid succession) will dock you, say, 600 XP as is the case of Merunia, and you know that to just get that XP lost back, it will take you 2-4 hours of non-stop grinding

Now, people may point out that we should find other enjoyments than to grind;
And, well.. I do myself.
I actually prefer the chit chat, making alliances and enemies etc etc
However, as I myself am on EU time, this means that I generally have to wake up at ungodly - So, during my normal hours, grinding is really the only option left

In any case;
I strongly advise against solo play, unless you know there is little to no risk of death :P
3/22/2013, 10:26 am Link to this post Send Email to SharranAes   Send PM to SharranAes Blog
 
Totems Profile
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Registered: 07-2010
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Re: My two gold pieces.


I say we abolish time zones and petition the sun to rise and fall on the whole earth at once. That would solve everything.

---
Characters:
Isania Jalitana- The Huntress (and Mistress Egofantastic.)
Calisto - Gryphonrider
Nyx Talonbite- Amazon Crystal Champion of Death By Snu Snu
3/22/2013, 1:35 pm Link to this post Send Email to Totems   Send PM to Totems Blog
 
Numos Profile
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Registered: 12-2006
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Re: My two gold pieces.


I'm sorry the shift from 11 to 12 came as such a shock. I suppose I could make it a more gradual curve.

What I can also do, to hopefully make hunting a little more fun, is make "completing" a dungeon offer a reward: an extra 250 xp for downing the Overseer, killing the elder crab, Blood beast, etc.

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Characters:
Numos: Shapeshifting wizard
Taevis Bentham: Woodsman
3/22/2013, 6:18 pm Link to this post Send Email to Numos   Send PM to Numos
 
Sabella Profile
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Registered: 03-2013
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Re: My two gold pieces.


With shop buyback prices capped I rarely find a party that wants to go to the harder areas because of raising costs. I know it becomes a double edged sword -- too much payout makes gold worthless. But it's hard to justify the cost of risk now. Grinding up 600 lost xp at 5xp a monster is just soul crushing.

I wish there could at least be a method for making the grind of lost XP due to death go faster. Maybe focus more on recovery and less on XP penalty.

That is, reduce XP penalties from respawning instead of raising, but impose physical penalties that can only be removed by a restoration scroll. Raising would still fully recover as it currently does.

If a character chooses to respawn, they will gain RP XP at the rate of 40 instead of 10 until they have recovered their lost amount as an encouragement to take a breather.

The idea might need some tweaking but the nice thing about it is it takes some of the focus off of effortlessly raising the dead with scrolls and implies characters were near death but managed to barely pull through.

Last edited by Sabella, 3/23/2013, 9:03 am
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