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 Post subject: Idea/Question: Accellerated XP Rate During Bonanzas
PostPosted: Tue Oct 07, 2008 5:13 pm 
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So, I hate to say it but I'm quickly losing interest in the game as a whole. The more I play with it, the more I understand that I really dislike the new combat system in its entirety. The complete reliance of all warrior classes on outside buffs, on top of the reliance they already had on others for enchantments and in many circumstances equipment and leveling has pretty much killed the fun of that avenue of SK. However, enough of that.

Simply put, if it isn't game breaking for days at a time to have the accellerated xp rate and it apparently makes it easier for people to enjoy the game, then why not just have that be the normal xp rate?


Last edited by Sklz711 on Tue Oct 07, 2008 5:16 pm, edited 1 time in total.

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PostPosted: Tue Oct 07, 2008 5:14 pm 
2nded


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PostPosted: Tue Oct 07, 2008 5:44 pm 
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Location: The yellow brick road
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 Post subject: Re: Idea/Question: Accellerated XP Rate During Bonanzas
PostPosted: Tue Oct 07, 2008 5:52 pm 
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Sklz711 wrote:
Simply put, if it isn't game breaking for days at a time to have the accellerated xp rate and it apparently makes it easier for people to enjoy the game, then why not just have that be the normal xp rate?


Why not just have all players start at lvl 50 with fully addy/mithril/energy! Each suit could have 100MP/100MR/100Will/100Refl/100fort enchants!

sleeper


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 Post subject: Re: Idea/Question: Accellerated XP Rate During Bonanzas
PostPosted: Tue Oct 07, 2008 5:59 pm 
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sleeper wrote:
Sklz711 wrote:
Simply put, if it isn't game breaking for days at a time to have the accellerated xp rate and it apparently makes it easier for people to enjoy the game, then why not just have that be the normal xp rate?


Why not just have all players start at lvl 50 with fully addy/mithril/energy! Each suit could have 100MP/100MR/100Will/100Refl/100fort enchants!

sleeper


Wow, it was really hard not to reply to this with a flame about removing your ability to procreate.

Simply put, tanso steel was put in to make adamantite not "absolutely needed" by every single heavy armor class. Is it as good as adamantite? No. Does it make things a lot easier on the general population? Yes.

When the enchantments were distilled down into Ref/Fort/Will it made getting acceptable levels of enchants on items a lot easier, as well as enchanting in general.

What are those? Actions that made the less enjoyable aspects of the game a bit easier for those that didn't enjoy them.

Can you find me someone that actually enjoys grinding characters? The difference between my idea and yours, other than the general intelligence of the one bringing it forward, is that yours is a leap to the far right of the scale which hasn't happened in either of your other examples. It also isn't what I'm suggesting.

My suggestion settles into the same territory as enchantment consolidation and the addition of "mid-range" material types. It makes things easier, not a completely free ride.


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PostPosted: Tue Oct 07, 2008 7:49 pm 
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These are the problems (from my perspective) of the game at this moment.

1st It is right now, you either have 20billion enchants on your eq or you die.

2nd Classes are stale. There might be a shakeup in the Merc class, but there is just about only a couple of builds for every class. Everyone is the same.

There is probably others but I can't think of them at the moment.


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PostPosted: Tue Oct 07, 2008 8:20 pm 
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Muktar wrote:
These are the problems (from my perspective) of the game at this moment.

1st It is right now, you either have 20billion enchants on your eq or you die.

2nd Classes are stale. There might be a shakeup in the Merc class, but there is just about only a couple of builds for every class. Everyone is the same.

There is probably others but I can't think of them at the moment.


...Which has absolutely nothing to do with the OP. Wtg.

The reason that the exp rate isn't hiked is because D wants it to take forever and to be a chore to grind characters to a high level. He's under the impression that this will be incentive to keep a character for longer.

What that ideology fails to take into account is that people will play a character for as long as it's fun, which is precisely as long as they will continue to play a game as a whole. If the character stops being fun (no matter how much time was initially invested in leveling, etc), it will be deleted and another one rolled. If a game stops being fun...Well, it just gets put on a shelf never to be played seriously again.

Yes, D, that's a hint.


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PostPosted: Tue Oct 07, 2008 8:35 pm 
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I'm all for upping XP to the bonanza levels, but as a trade off the double xp would have to go away. Double bonanza level xp is just way to much.


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 Post subject: Re: Idea/Question: Accellerated XP Rate During Bonanzas
PostPosted: Tue Oct 07, 2008 8:47 pm 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Sklz711 wrote:
So, I hate to say it but I'm quickly losing interest in the game as a whole. The more I play with it, the more I understand that I really dislike the new combat system in its entirety. The complete reliance of all warrior classes on outside buffs, on top of the reliance they already had on others for enchantments and in many circumstances equipment and leveling has pretty much killed the fun of that avenue of SK. However, enough of that.

Simply put, if it isn't game breaking for days at a time to have the accellerated xp rate and it apparently makes it easier for people to enjoy the game, then why not just have that be the normal xp rate?


wtg on not reading the op, OA. This isn't just about xp lvls. It is really about people, like Sklz, losing interest in the game. IMO xp really isn't the issue. It has to do with other things about the game.


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PostPosted: Tue Oct 07, 2008 8:57 pm 
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I don't think this is a good idea. Yeah, grinding sucks, but it takes hardly any time to get to level 20 or so, especially if you ask around for good places to train, and having to actually find good places to train involves your character *gasp* interacting with others.

I'm not trying to spout the whole "There's more to the game before you GM" idealogy, because a lot of the game involves being high level, and if you aren't, then you're just going to either die, or get ignored because if you were to be involved, you'd die.

The problem, if anything, is that people are too ingrained with the idea that you have to sit and grind until at least level 35-40 in order to have any fun experience in the game, and if required experience for that is lowered, it sends that message that yes, the game really is only fun at higher levels, which is simply not the case. There are plenty of things to do in between your leveling that would not only simplify and shorten your leveling (via training with a partner or finding a more suitable place) that make the game plenty interesting.

Lastly, lowering the exp required for higher levels would encourage easily-created, easily-deleted characters that have little depth and that players aren't attached to. There's nothing more frustrating than spending time as a player and as a character interacting and putting time into another character, only to have them rage-delete because they got PK'ed.


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