Thread: Update on the XP Disabler?
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Mar 07 2012 03:26 PM #1
Update on the XP Disabler?
I know the ability to disable XP has been a hot topic in the forums for years, and I see threads about the planned-but-removed option from the Turbine Store...
any new information?
Is a "Disable XP" button, like those on your LI panel, really that difficult to implement? I hope it's not taking this long just because a Turbine Store-only item is being developed. This seems like a core gameplay option, and making VIPs pay for it would be evil. I already have to deal with more and more XP being given for quests each update, a couple reductions in XP needed to level, and the ever-present rest XP that there's no way to get rid of other than to play 24 hours a day. All I want to do is experience content on-level without having to quit playing entirely while I wait for these groups to form.Work like no one is watching, dance like you don't need the money...
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Mar 07 2012 03:52 PM #2
Re: Update on the XP Disabler?
I would love that ability. i want a level 50 just to stay in Angmar

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Mar 07 2012 04:24 PM #3
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Mar 08 2012 04:14 AM #4
Re: Update on the XP Disabler?
This has been an increasingly blatant problem the more MMOs I play these days. SWTOR for example is even worst than LOTRO when it comes to handing you copious amounts of exp and making the leveling up experience go by way too fast.
I remember back when I first played this game. Killing monsters hardly gave me any exp at all, and questing was pretty much the only way to level up on this game, and it was slow. But I liked it, especially considering how vast and intricate the worlds are on this game, all of the deeds, quests, NPCs, hidden areas, traits... it was a very satisfying experience and I really felt transported into Middleaerth when I was leveling. I felt like I was really on a long, arduous journey, just like in the books.
Now however it just feels rushed. The worlds race by you at near light speed and I was forced to skip huge chunks of content simply to keep up with my level and stay on par with the content. It's a real shame seeing all of the modern MMORPGs and all of the older ones conform to this new style where levels are just gratuitously handed to you. I guess it's a sign of the times.
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Mar 08 2012 11:30 AM #5
Re: Update on the XP Disabler?
Turbine tried to deploy a XP disabler. It blew up on the launch pad. Never made it to live. Unfortunately, from what like I read about the original implementation is not a toggle. It is a buff that wears off.
No new information is available at this time. It seems to be like the BPE for mounted characters. Blew up during the final tests before launch. Somebody quietly removes the debris. You get a blank look.
Unless stated otherwise, all content in this post is My Personal Opinion.
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Mar 09 2012 01:07 AM #6
Re: Update on the XP Disabler?
Well, there IS new information, one way or the other...but getting a dev to comment isn't easy. I fear it's already too late for me, though. I got restless and filled my last character slot on my home server. With just normal casual questing, I should be to 75 in about a day and a half, with all the boosts and quests!
Work like no one is watching, dance like you don't need the money...
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Mar 10 2012 10:21 PM #7
Re: Update on the XP Disabler?
Yes it is trivial to add a Disable XP checkbox to game options. Or add a NPC to ask to do it like WoW has. Or add a LI/character XP tradeoff slider like EQ's AA system.
It is not a temporary buf, except in the skewed world of f2p monetization.
They do not want characters idling at-level. That makes them no money in the Store. That is the real reason something this obvious has not been added long ago. Frozen characters may be having tremendous fun and playing the game to enjoy all its content, but they don't make them any money in the Store.
They want to foster the A.D.D. mentality, because that is who buys all that #### in the Store thinking to 'hurry things up' or needing some advantage that non-rushed Explorer types do not care about (and in fact are against).
I know they read these threads, and they know I am right, but they won't come out and admit it.
Heaven forbid you enjoy just playing the content at a challenging level with friends until you have completed the content you wanted to experience at a proper level.
I am a Lifetimer, and I know they positively hate me since I don't give them any money. We have been an outright liability for some time now. We are also the reason why 'subs' in general don't just get the whole game with all features simply enabled; they give us TP and couch it as a gift when in reality it is so they can keep even us interacting with the Store for things like vault and shared space, and other things that any normal game just includes.
They say they have a hybrid model, with subs playing alongside f2p folks. If that were true, a subbed account would just get the whole game and no monthly TP. Vault space, shared space, relic removal, Disable XP would all just be normal game mechanisms to us. They are trying to muddy these models' waters thinking we don't understand the real reasoning for it.
My entire Fellowship was doing progression and quit because of the ridiculously varying XP rate on everyone, and passing by all the content they wanted to do together at anything approaching a challenging level.
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Mar 10 2012 10:56 PM #8
Re: Update on the XP Disabler?
Since I'm a developer, I'll tell you how trivial this is to code.
Add a xpDisabled boolean to your game Options UI in whatever sectoin you think it belongs in. A checkbox in the pane layout resource mapped to a boolean variable is nothing, they do this all the time when they tweak or add anything in Options.
There's your flag in some global Options struct to use wherever needed. So where would that then be?
They have a central property for character XP. It's the number you see on your screen.
They have a central helper method to UpdateXP. How do I know this? Because there are already applied percentage bonuses for various reasons, like 50% increased XP, that fluctuate but obviously are in the main gate to modify the character XP value.
So there is an existing formula engrained in a central update function that all XP gains increment via. Wrap it with
if (GlobalOptions.xpDisabled) return;
DONE.
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Mar 13 2012 03:44 PM #9
Re: Update on the XP Disabler?
In the unlikely event that Turbine folks are reading and considering these comments, I'd like to offer a view of how the XP Disabler would impact Store sales for at least some players (those like me).
I have bunches of alts. I currently don't run skirmishes on ANY of them. It's not because I don't like skirmishes. It's because I don't want all that XP. If I had a way to disable XP, I would start buying all those skirmishes I don't already own. And now that we have the option of using skirmish soldiers on the landscape, I'd also buy the tokens to use them.
If the XP Disabler itself were a Store item, that would mean these additional purchases from me:
* Skirmishes
* Skirmish soldier tokens
* The XP Disabler -- multiple times if it's a per-character item
And, as always on these threads, I want to make it clear that I would NOT buy an XP Disabler that is a consumable item. However it's implemented, it needs to effectively work like a toggle, or I'm not interested.
P.S. Ideally, the feature would disable ALL XP, not just those from mob kills. But if that's too difficult to implement, I'd rather have something that only disables XP from mob kills than no solution at all.
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Mar 14 2012 07:11 AM #10
Re: Update on the XP Disabler?
Here is another way that an XP disabler will affect store sales.
You cannot sell anything (storage, cosmetic equipment, virtue slots, etc.) to people who are not playing the game.
The argument that those who enjoy slow adventure are all so desperate to play LOTRO that they can be forced into spending money racing to end-game content is absurd. It is as absurd as the claim that those who wish to rush to end-game content can be forced to endure a slow and (to them) painful crawl to the end of the game by - for example - forcing them through every region and forcing them to do every quest along the way.
Both types of players are far more likely instead to go elsewhere - to find a vendor willing to sell them what they want - then to endure something that they find frustrating.
Turbine cannot sell anything to people who are playing some other game that actually allows players to take their time and enjoy the adventure.Last edited by Tiempko; Mar 14 2012 at 07:18 AM.

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Mar 23 2012 12:53 AM #11
Re: Update on the XP Disabler?
Eh. I get it. You don't like the Store(TM) so everything is its fault. Gotcha.
I dunno though. The Turbine devs were strongly against an XP toggle long before the Store was in place or even being developed. It seems some sort of gaming culture issue. I remember (again, long before the Store), once when XP boosts were being given out as prizes and rewards, and some of the devs just seemed gobsmacked that some of us weren't happy with that.
And so it goes...Last edited by Mandella; Mar 25 2012 at 11:05 AM. Reason: Fixed typo
Manni: Dwarf Guardian
Manriel: Elf Loremaster
Manny: Man Champion
Gladden
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Apr 18 2012 12:37 AM #12
Re: Update on the XP Disabler?
I like the Store as a well-designed and implemented piece of software given its purpose.
But I do not like the biases that the existence of the Store model causes in terms of playstyle, player-social interaction, and development decisions. To say that the same guiding goals and eventual game decisions that have been made since f2p went in would still have been made were it still a sub-only game, would be an outright lie. There are so many artificially-introduced gates that all lead to one place (guess where) that one can only hope to simply avoid the aspects of the game which these contrivances most affect.
For me, no XP disabling was it. I know why they don't allow it, I know why they would monetize it with a temp consumable disabler even if they did allow it, and I know the faux arguments they would throw out as to why they can't/won't just make it a game feature. Like every major MMO with an expansion history has today (except LOTRO).
What's funnier, at a glance you'd think LOTRO would be the MOST likely MMO to add this, given its legacy as a Tolkien fan's explorer/socializer paradise (well, it used to be anyway). Instead, it's like the only major MMO with multiple expansions that doesn't have it.
As for why they didn't want it in its classic era, well MMO's early in their lifespan don't need to disable XP since there is no "old" content to want to levitate players through quicker than would be normal yet. But once you add expansions where you want the playerbase to practically sublime to the latest content, and start tinkering with accelerating the early game content to do so, you run smack into this problem. That is why MMOs that may not have had the disable XP option in their original game would add it later, once the preceding starts to happen. It's either that, or have a lot of people who want to play the game as somewhat challenging complain about not having that choice.
I completely stand by my opinion that the main reasons for not adding this, or only as a temporary consumable:
- a character with disabled XP is a character that spends no TP
- offering a temporary consumable instead of a normal game switch helps them mitigate the loss of the above (in their minds) since you have to keep buying it
- they don't want you parking in content that siginificantly pre-dated f2p and hence is not rigged and riddled with you-know-what breadcrumbs (which reinforces the reason why a character frozen at, say, 50 or 60 would spend no TP)
For anyone who disagrees: tell me, what item(s) in the Store would you continue to desire and spend TP on if your character were frozen at level 50, doing the gigantic amount of content that exists for that level? That's right, none of them.Last edited by Debris; Apr 18 2012 at 12:46 AM.
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Apr 18 2012 10:50 AM #13
Re: Update on the XP Disabler?
Well it's a double-edged sword. Maybe Turbine has chosen not to implement it because the relatively polite people requesting it are, well, easier to disappoint.
I guess here's what I mean: for every player who would love this feature (and I honestly think it'd be a neat feature to have), you'll have ten people who turn off XP accidentally and scream and moan after they spend a week questing and get nowhere and can't figure out why. I have a feeling Turbine would rather avoid the loud screaming drama and tolerate the polite requests.
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Apr 18 2012 11:08 AM #14
Re: Update on the XP Disabler?
I believe the opposite--the people requesting this are harder to disappoint. The type of people who would accidentally turn off XP and then complain about it are probably not the type to be sticking around anyway, whereas people wanting to freeze XP are probably doing so in order to lengthen their LOTRO experience, thereby getting Turbine more money.
Maybe there would be more poorly written forum complaints from the people too illiterate to read a warning dialogue box, but they should be the ones more easily brushed off, since there's really no pleasing them, and if you fix one thing for them, they'll find another way to inconvenience themselves anyway.
Try and make something idiot-proof, and mankind will produce a better idiot.Work like no one is watching, dance like you don't need the money...
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Apr 18 2012 09:25 PM #15
Re: Update on the XP Disabler?
This is false on several accounts.
First, a character that does not play the game is a character that spends no TP. It is as absurd to think that one can blackmail a player into paying money for things he does not want by denying him the option to spend money on the things he does want. You will have as little success forcing an adventure/explorer roleplayer to spend money on end-game content as you would have forcing end-game raiders to spend money on mid-game content.
Furthermore, roleplayer characters will need to spend turbine points on wardrobe slots, cosmetic gear, and emotes.
Completionists will spend money to go into every region of the game, purchase every skirmish, open up every virtue, and will likely need a fair amount of storage place.
If this were a valid business idea, then restaurants would be well advised to remove the low-cost items on their menues in order to force customers to buy the high-priced items. Grocery stores would be well advised to reduce their selection of items that few people will like, and ignore the fact that the customers who buy those items also buy milk, eggs, bread, and meat while they are in the store getting that item.
Which creates another problem for Turbine - that you cannot make a determination of whether a feature costs you customers by asking the people who are customers whether they would use the feature. Asking people who have already made it obvious they do not care for adventure/explorer style of gameplay is like taking a poll at the Republican Convention and declaring that 99% of all voters support Romeny for President.
The fact that there is no loss argues against this idea. Also, a temporary consumable will simply not fulfill the demand for this product. For many of the people who would want this feature, one that is on a timer would be frustrating and costly. Once again, Turbine would run up against the fact that people do not spend money on things they do not enjoy - they go and do something else they do enjoy instead.
Since this "reinforces" a false claim, that creates a problem right there.
On the other hand, having role-play adventurer-explorer types "park" at this content will actually be a benefit to Turbine in making this game more enjoyable for all types of players, since other types will find it easier to find companions willing and able to make it through some of the mid-level fellowship content. The player puts out their LFF, there will be players who can turn XP off who can then help this individual without ruining their own enjoyment of the same region. I know that I have refused a great many requests for help simply because I do not want the XP that would be forced on me.
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Apr 18 2012 09:38 PM #16
Re: Update on the XP Disabler?
Look at all the other features that generate these types of problems.
How many people have sold something they really wanted to a vendor? Or purchased something they really did not want from the auction house? Or wasted coins on purchasing some item only to discover that they did not get the item they wanted to get?
How many people have broken a legendary item they did not want to break?
And these are features that everybody uses - which means even more mistakes and complaints - far more than one can even imagine getting from a feature one has to buy - and that one only buys if one has a reason to use it (and one has to have reason to buy).
Why is it that an XP Disabler is the only feature ever imagined in a game that has to be made "idiot proof".
In all of these cases, Turbine has an easy response. They have a form message that responds to these types of complaints by saying that Turbine's policy is that it is not its responsibility to correct for these types of issues. It would be no trouble at all to send that message to anybody foolish enough to turn on an XP disabler and then not notice for such a long period of time that it becomes a problem.
(Besides, there's the absurd idea that a person so obsessed with XP would buy an XP disabler and, having bought it, turn it on by accident and not notice for an extended period of time - or that the type of player who wants an XP disabler to increase his enjoyment of the game would then become so frantically obsessed over lost XP. The only type of player who would have this issue is one who turned on the XP Disabler, then suffered some massive head trauma that utterly destroyed his memory and altered his personality. It would be very rare.)
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May 27 2012 02:38 AM #17
Re: Update on the XP Disabler?
Rise, thread!
I was wondering if Update 7 had one of those exp disabler thingies? Just in case the patch notes did not go into every minute detail?
As for how it would impact store sales, you have players like me. I have played 3 months of LOTRO since it went F2P. In the first two months I was constantly worried about that stupid amount of exp I was getting. There is a lot of wildlife around that I could kill, a many of tasks to get rewards from it, but I shouldn't kill as much as I would like to or this quest-pack will grey-out tooo quickly. Oh, I can do skirmishes, they are fun and all, but again, I do a couple and my quest book is changing color. The last month doesn't count, I paid for VIP, figured on the first day that I was getting an extra exp boost I couldn't get rid of, and stopped playing altogether. Since then I am merely checking the forums every couple of months to see if Turbine did anything to de-Rift this otherwise fine game.
During the two months I really played I had spent a lot more on stuff like inventory slots and other character stuff, clothes and misc fluff than I had spent every month back when the game was P2P. And this does not including the quest-packs, which I have to about level 40-50 only. But when I see that I am receiving enough exp to bring my toon to max level within a month, thus halting all vertical progression, I instantly lose interest. Like I "finished" and forgot about games like Rift and SWTOR. Lately STO became like this too (me: "has anything changed since F2P, I am level 25 and getting 1-2 levels a day"; dev: "you are now supposed to reach vice-admiral (top level) within 3 weeks"; me: "oh, next game please"
).
So I'll be checking in from time to time, being busy paying other people for entertainment in the meantime. I'd probably consider a one-time purchase of an exp-disabler flag from the Store, maybe even one per-character if it's reasonably priced at a few euros, but a consumable absolutely is out of the question.
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May 27 2012 03:59 PM #18
Re: Update on the XP Disabler?
I wish I could +rep the OP multiple times. please add this feature already, there is absolutely no good reason it does not already exist. why I still want to enjoy questing when you've made it all a mindless faceroll I don't know, but I do. completing more content on level gives a greater sense of progression than gaining levels in the blink of an eye.

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May 28 2012 11:18 AM #19
Re: Update on the XP Disabler?
i know this thread is getting old, but this just "hit home" and i want to share my experience (har har)
i got my buddy to try this game FTP. we had a great first day and both got chars to lvl 8. the next week (he cant play as often as me) we log in and i have a full level of rest xp, and at that level, i quickly "lapped" him and was out-leveing him.
he did not understand the mechanic, as it is his first attempt at an MMO and it frustrated him that he could not "keep up" with me.
something to note.
i have that +25% xp pocket item... i dont see why you cant make a -100% xp pocket item. the tech is there, you are currently using this mechanic... does making it negative blow the whole thing up?Last edited by SapienChavez; May 28 2012 at 11:20 AM.
"I am always serious; I am never serious." -Me
"I make the most outrageous and exaggerated statements of any man to ever live, has ever lived, or that will ever live." -Me
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May 28 2012 03:34 PM #20
Re: Update on the XP Disabler?
It is not the turning off of the awarding of experience points. It is the interaction with the experience point accelerators and buffs. Turbine has to make sure that people can't use store bought accelerators when the disabler is active. Turbine has to make sure that people can't use the disabler when a store bough accelerator is active.
Turbine has to make sure all the tool tips and information clearly explains how they interact. Otherwise, you get angry customers - Why isn't working? The Bunny is getting angry. Calm down Bunny. You are being Yula. You can't have both active at the same time.
Obviously, it would be nice if Turbine told us what went wrong. Or which two trains were the same tracks going in opposite directions. Turbine decided get the XP disabler on a siding before some unpleasantness occurred. Or Turbine decided at the last moment that the forumulation of the product was not right.
Unless stated otherwise, all content in this post is My Personal Opinion.
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May 28 2012 11:27 PM #21
Re: Update on the XP Disabler?
I too would like to know that..
The way things are going, one will be sitting still, gaining experience from emoting all the way to end level. I am well aware of what the majority of their customer base may (or in this case may not) find attractive, but as it fails to affect them if applied whereas it can benefit people like us wanting it..
As Yula says, yes, obviously a block somehwere in its implementation..but truthfully? When companies with far less a budget, and some 5 years back, managed to implement this, what am i to think of this one? That it finds itself unable to, or that it's so far down their list one may as well stop waiting on it..which i am..
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May 29 2012 07:36 AM #22
Re: Update on the XP Disabler?
Out of curiosity, since I've always tried to avoid all kinds exp accelerators, do the latter stack? IIRC there were some sold in the store, some given as veteran rewards, then VIP rest exp, +exp items and probably other kinds. Does a store bought potion stack with a veteran one, with a +exp item and the rest exp? If +exp stacking does not happen, then it may be a sign that the mechanics of "making sure that..." are already in place. If it does, well, at least I bumped this post
.
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May 29 2012 03:42 PM #23
Re: Update on the XP Disabler?
to some extent Neo, the coding for this does exist, though it involves very specific circumstances, some of which you may have read about in threads like this one..and is obviously not a player toggle one

Adding to that the fact that there was an effort for this to be launched (it did make Beta), i guess it would be safe to say that at some level the 'mechanics' as you put it are already there, yes.. whether it is an inability to implement them as they see fit or merely an issue they do not see as "important" is where the question is at..
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Jun 02 2012 11:33 PM #24
Re: Update on the XP Disabler?
I gave up waiting on this on my mini and she is now sadly lvl 75, with many things to do where she is over level and it becomes tedious. I have a champion that has been parked for months at lvl 46 hoping for a disabler so I can play her the way I want, slowly. I have always been VIP, but the rest xp is killing me and if there isn't a disable by the time Rohan rolls out, I think I will drop my VIP. Even without the rest xp I will level faster than I want, but I can't think what else I could do.
I have heard others say that dropping VIP helps a bit, which makes me wonder if having subscribers is not a priority for Turbine. There is less and less that being VIP really gains players over being premium.
Ironically, I have one character that I level as fast as possible, my cook who wants the reputation gated recipes, but isn't an adventurous type and just wants to stay at home in her kitchen cooking for her kin.
So here I am, with 3 characters only one of which I can play the way I want, and that one a cook that doesn't need any of the store items. She would like a white apron and chefs hat and would buy that from the store if she could, but doesn't need virtues or LI's or other store items. And 2 characters that would probably like store items, but one is parked afraid to lvl up too fast, and the other already at cap and just wandering the world aimlessly hoping that maybe with the next expansion she will find adventure again.
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Jun 03 2012 12:55 AM #25
Re: Update on the XP Disabler?
Turbine is just trying to figure out best to make money off of it before releasing, much like the skirmish soldiers. It could be they even decide that it's not going to make enough to charge for, and release it for free. It's up to the beancounters that run Turbine to decide, and then we'll get it.
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Jun 15 2012 12:10 AM #26
Re: Update on the XP Disabler?
Well, I haven't posted in a while since I stopped logging in after getting burned out at the fast leveling pace, but I've answered this many times. I can guarantee Turbine $30 a month minimum on the store when this feature is added. There's tons of #### I can burn TP on - cosmetic fluff for my bazillion characters, store-only mounts, skirmish mark/slayer deed accelerators, craft xp/reputation accelerators, travel consumables (maps, route unlocks), vendor/vault/AH access items, additional character slots, more storage space, emotes, consumables, crafting recipes, generic crafting materials, additional milestone skills and I could go on. I have a form of OCD - I am compelled to do every quest, complete every deed, participate in every festival and even choose a tradeskill profession with every character and there are tons of consumables on the store that would help with this that I WOULD buy if I could level at my own pace - as it is I lose enthusiam when I find myself outleveling a set of gear before I finish gathering all the materials to make it or having the quests turn grey before I complete them (I've tried ignoring this in a game - in City of Heroes early on it was far worse because not only could experience not be disabled, you could OUTLEVEL content and it would cease to be available, so I took a character and ignored content just to race to keep up with my friends and quickly found myself in another game because that style of play was not fun to me). Not to mention I would actually pre-order expansions instead of waiting until I earned the TP to get them.
Even though quite a bit of these might be one-time purchases, they're usually per character and I have lots of those (gonna be a long while before I finish getting all the emotes with all my characters). So, yes, even though my character(s) may be effectively "parked" xp-wise I will be paying Turbine a lot more than they are getting from me now ($0 per month). They've already missed out on income from me for 2 years - instead SOE's getting my cash because I can game at my own pace there (well, not entirely true - SOE would get my cash regardless, the amount I would spend on Turbine is instead being funnelled to Steam for offline games - the entire Thief series, Dead Island, Warlock: Master of the Arcane, Galactic Civilizations II, the upcoming Civilization V expansion are my most recent purchases). As an example, I've been paying SOE for a Station Pass for some 5 years without interruption and my main character in EQ2 is STILL only level 26 (been parked for a while) but I log in and quest and craft (mainly craft - of my 24 characters in EQ2 most are over 50 in tradeskill level while between 16 and 26 in adventure level) and have fun - I even buy stuff off the Sony Store occassionally (mainly housing items - most of my 'have fun' time in EQ2 is house decoration - my highest crafter is a carpenter after all...).
As of now I am boycotting giving Turbine any money until the feature is added - if they don't feel my demographic is important enough to grant this one concession, they obviously don't want my money. Even though my friends have renewed interest in DDO, I'll play that for free and I'm not going to subscribe, purchase expansions or buy DDO points (so that's another way they would gain money by implementing that feature here - I'd probably at least subscribe to DDO if not buy DDO points). As much as I would love to play LotRO - wonderful landscapes, fun classes, set in Tolkein's world - the pace of the game is not enjoyable to me. Add in a throttle control and I'll be quite a loyal customer, Turbine... SOE and NCSoft could vouch for that (when NCSoft finally gave me control over the pace of levelling in CoH, I became a loyal customer - both SOE and NCSoft got my monthly fees even while I was playing the other game - for almost 6 years... up until a database issue wiped out the supergroup base I had spent years assembling and even then the CSRs were willing to bend over backwards to help me rebuild it - granting Prestige/Infamy to get it as close as I could remember ot how it was - I just was having issues in RL that already had me depressed and the thought of having to redo years of work because they didn't retain backups from before the change that caused issues with MANY supergroup bases... it just sapped the fun out of the game for me).
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Jun 16 2012 03:03 PM #27
Re: Update on the XP Disabler?
Just want to add my 2 cents that this game deffinitely needs an Xp disabler.
When I was leveling up it was way too fast, and it hurt my enjoyment of the game in a big way. I was forced to skip over entire areas and I coudn't skirmish at all, else I would simply out-level everything before I finished it.
This was a real shame too, because this game has such a rich atmosphere and beautiful surroundings it would have been really nice if I had been easier to take my time in them and enjoy it. Sadly the "race to the endgame" mentality has corrupted MMOs for all time it seems
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Jun 17 2012 07:22 AM #28
Re: Update on the XP Disabler?
This is my first time logging in to the forum, so I hope I'm doing this right.
Just had to put in my 2 cent's worth. I don't know why, if this is such a big issue for many players, the devs don't think about what I consider a great solution. Maybe I'm wrong, but why don't they give everyone a Rest XP skill? It could be disabled for F2P, but active for VIP. That way, you could slot it and use it if you wish. Perhaps build up XP points at the same rate they do now, but every use of the skill only puts X amount on your XP bar. You could use it as many times as you want until the XP you have built up is gone. Or not use it at all.
Seems like a simple solution. Am I wrong?
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Aug 16 2012 05:49 PM #29
Thanks for the Cosmetic Outfit Dummies.......
We would really rather have an XP Toggle or Temp Reducer.....I do not know what I want I must consult with Floon who will tell me.Turbine reduced aggro range.Noticed too many players run away from mobs.Wonder how many were escaping unwanted XP gain.
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Aug 17 2012 04:53 PM #30
This should really be added !
There is so much content, out-leveling so much of it is a shame.
If Turbine is worried about us not spending TPs, no need to worry...
I spend many hard earned dollars on TP to buy cosmetics, housing items...etc
If you want to sell more TPs... Give us more to buy with them...
EA is making a killing on their store selling furnishings, and clothes for the SIMs...
I would spend a ton of TPs to furnish my 6 houses, and 2 kin houses...if there were furnishings available to buy...
Themed rooms...OMG...
Let us use TPs to add additional rooms to our houses...Oh, that requires revamping the housing system they have been promising for years...
Just my two coppers
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Sep 06 2012 05:01 PM #31
I have to agree that this would be a fantastic addition.
Of course there are times when you want to whizz a character up levels quickly, but there are other times when you don't and seeing a barrage of greyed out quests in your log - and more in the camps you pass through - just because you had some fun doing skirmishes for a bit can be horribly demotivating. Right now I'd have thought they'd want to keep their customers happy to encourage them to stay with LotRO rather than move on to another MMO. Being able to turn the XP off or slow it down drastically when you want to would help with that.
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Apr 11 2013 10:22 PM #32
Thought I'd cast rez on this thread. Right now, I'm 60 in Moria and not even close to finishing. I'd really like to be level appropriate when I get out so that I can still feel a bit of a challenge in the new area.
Rhogar, Guardian of Rohan
Tagorg, Rank 4 Blackarrow
Raker, Rank 4 Warg
Landroval
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Apr 11 2013 10:34 PM #33
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Apr 11 2013 11:03 PM #34
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Apr 11 2013 11:19 PM #35
What Yula said plus if you are quick you can get it at 50% off but the sale could end anytime as it was last weeks sale.
★ª"˜¨¨★ª"˜¨¨ ¯¯¨¨˜ª¤.¸`*•.¸*•¸★☆★ LOTRO ★☆★¸•*¸.•*´¸.¤ª˜¨¨¯¯¨¨˜"ª★¨¨˜"ª★
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Apr 12 2013 10:17 AM #36
This is without a doubt one of the most useful items. I have wanted one in almost every mmo ive played. If you play to experience content then it really sucks to outlevel it to a point where you are 8-10 level higher than was intended. I am even considering starting a progression group to actually experience most of the classic content... I can just lock myself at fifty for a month and try to build a regular group(which is easier said than done but possible).
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Apr 12 2013 02:37 PM #37
Despite the cost, I have been glad to finally be able to halt XP when I want to in LOTRO. I'm also someone who enjoys the choice of being able to experience whichever available content on level if I want it or not.
Thanks to the disabler, I'm now part of a few groups (one of which has a fluid membership) on Landy that heavily rely on the Stone to do these things. It can be a bit of work to get the groups rolling, but they are well worth it in my opinion, so I wish you luck!
In case it's of help with your recruiting, one of the groups I belong to, Club Eclair, has a thread here: http://forums.lotro.com/showthread.p...dventure-club.A.K.A. Lilje, Daffodilia, Lilyofthevalley, Portli, Gammy, Urika, Willagifu, Gliaer, Wellie, Trefoil, Adaninim & more.
"This space reserved for something more accurate than previously stated."
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Apr 12 2013 03:13 PM #38
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Apr 12 2013 03:47 PM #39
yeah, for YOUR character. I would have bought one if it was bound to account, why on a specific character?
I mean, things should be fluid, there are some characters I want to stop for a while at a certain stage in the game and some others at different stages. I really hate items that are bound to characters :-(
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Apr 13 2013 12:04 AM #40
Thanks for the replies. Seems very odd that it's a store item...not to be a complete grump but I can't say I'm thrilled to hear this...
I thought I had to choose between the lesser of 2 evils...
Either -
1. Out level the content
2. Abandon the content
Now I have a 3rd lesser evil...
3. Spend points
A shame. I think this should be free to subscribers but that's just my humble opinion. I'll have to think about it.
Thanks!Rhogar, Guardian of Rohan
Tagorg, Rank 4 Blackarrow
Raker, Rank 4 Warg
Landroval






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