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Thread: Stop XP

  1. #121
    Grand Member Online status: whheydt is online now Reputation: whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying
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    Re: Stop XP

    Quote Originally Posted by Edegon View Post
    I haven't seen a single game, where players could demote then selves temporarily.
    CoH/CoV does that. In fact, it does it both ways. Either the lower level character can be temporarily boosted, or the higher level one can be lowered in level.

    Second, as I am crafting care bear, farming recipes takes a lot of time and gives an insane amount of not needed exp.
    Buy the time you will get everything needed you will gain 5-6 levels easy.
    I can understand that you might not want to level up a crafting alt, but I fail to see any downside to doing so. As a crafting alt gains levels, he can use better tools, gather higher tier materials, and have the option to gain access to rep-based recipes. What's not to like about leveling up a crafting alt?

    If you really don't want to level a crafting alt, just keep that character in low level areas. Eventually all the mobs will be grey (and in *really* low level areas, mobs aren't aggressive, anyway), and there will be no xp from kills. That approach would cap a crafting alt around level 20.

    --W. H. Heydt

    Old Used Programmer

  2. #122
    Member Online status: Edegon is offline Reputation: Edegon the Neutral
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    Re: Stop XP

    City of Heroes/City of Villains (not so hard type all out), perhaps, never been playing.

    I can understand that you might not want to level up a crafting alt, but I fail to see any downside to doing so. As a crafting alt gains levels, he can use better tools, gather higher tier materials, and have the option to gain access to rep-based recipes. What's not to like about leveling up a crafting alt?

    If you really don't want to level a crafting alt, just keep that character in low level areas. Eventually all the mobs will be grey (and in *really* low level areas, mobs aren't aggressive, anyway), and there will be no xp from kills. That approach would cap a crafting alt around level 20.

    --W. H. Heydt

    Old Used Programmer
    Well, sadly you did not understood me. It is not only about crafting, it is about what ever you do.
    Usually peoples, while they leveling need drops on level, not from grey mobs.
    Everything what grays drop have no real use for your char.
    This game is based on very heavy grind, take it off and nothing much left from this game.
    It is about what every player has to do. Deeds, traits, recipes, etc... List is long.
    Basically players have over kill entire content buy several times equivalent to overall game max exp.
    And I, as many others would like to be in control of exp gain. So I do, what ever I do and if I see that exp gain
    starts getting out of hands. I just simply stop it.
    Personally I would like to enjoy game, being pushed towards max level buy force hardly could be considered as enjoyable.
    Last edited by Edegon; Jun 19 2012 at 02:44 PM.

  3. #123
    Junior Member Online status: Amannas is offline Reputation: Amannas the Neutral
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    Re: Stop XP

    I think Heydt understood you alright
    He just tried to propose an 'alternative' for the time being. Least that was my impression..

    Generally speaking however, i do agree with you..it would have to kill all types of XP, while simultaneously allowing rep gains to count properly. Combined with it being practical..ie not a gear slot, like that damn pre-ROI purchase item which i so detest, lol, and definitely not a timed..timed means pay per activation, means in the long run one cba paying and once again leaves the game. I am repeating myself, am aware, but for me, Vanguard did it best. It is a spell there, you train it (costs almost nothing to do so). You buff yourself, you take it off yourself. Anytime, anywhere. Simple, and 101% practical.

  4. #124
    Member Online status: Edegon is offline Reputation: Edegon the Neutral
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    Quote Originally Posted by Amannas View Post
    I think Heydt understood you alright
    He just tried to propose an 'alternative' for the time being. Least that was my impression..

    Generally speaking however, i do agree with you..it would have to kill all types of XP, while simultaneously allowing rep gains to count properly. Combined with it being practical..ie not a gear slot, like that damn pre-ROI purchase item which i so detest, lol, and definitely not a timed..timed means pay per activation, means in the long run one cba paying and once again leaves the game. I am repeating myself, am aware, but for me, Vanguard did it best. It is a spell there, you train it (costs almost nothing to do so). You buff yourself, you take it off yourself. Anytime, anywhere. Simple, and 101% practical.
    As a buff, an excellent idea.
    Normally overall exp is a single value in server database and in your computer RAM. So if you gain exp, certain amount gets added to that value. And time to time server and client (that is your computer) synchronize entire database between. I'm talking about character database, what you currently playing. As for an example, switching char is full sync+unload char data from RAM.

    Buff would work as a filter. If it is on then 0 gets added to exp value in database. 0+number=no change. Please tell me that it is impossible implement.
    Buy switching on buff, it would kill all incoming gained exp. And it wouldn't touch other values. Deeds and traits, or what ever, they have their own values in database.

    It took what? 3 evenings a bit of chat for finding a solution.
    Told you, Turbine is not interested, "looking in to it" is just yet another excuse.

    Edit: And buy the way, all accelerators in game are also filters, they just do opposite, multiply buy certain value one or other result.
    So, "technology" exists for long time, just will is missing.
    Last edited by Edegon; Jun 19 2012 at 09:49 PM.

  5. #125
    Grand Member Online status: Tiempko is offline Reputation: Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads Tiempko the Watcher of Roads
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    Quote Originally Posted by Edegon View Post
    As a buff, an excellent idea.... It took what? 3 evenings a bit of chat for finding a solution.
    Actually, this is the model that was brought up when Moria was first released and the level cap was raised for the first time - by those who wanted to finish the Eriador regions on-level. A toggle - 0 (XP disabler on) or 1 (XP disabler off) with XP Earned = XP Earned * toggle value, and Total XP = Total XP + XP Earned.

    Actually, it started with a slider that could be used to set any value between 0 and 100. However, it changed quickly to a toggle simply because it was easier and thus more likely to be implemented.

  6. #126
    Member Online status: Edegon is offline Reputation: Edegon the Neutral
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    Quote Originally Posted by Tiempko View Post
    ...it was easier and thus more likely to be implemented.
    Thank you Tiempko.
    Easy is fine, no need re invent any thing, simple on/off is good enough.
    Well, sorted, some thing is coming, soon.
    Thank you every one for discussion.
    Signing off from this thread...

  7. #127
    Senior Member Online status: Aphasial is offline Reputation: Aphasial the Wary Aphasial the Wary
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    Quote Originally Posted by Frisco View Post
    There seem to be a lot more threads on this subject lately. I hope Turbine reads them all.

    Old L50 content is still fun...at L50

    Old L60 content is still fun...at L60

    Old L65 content is still fun...at L65

    Fun doesn't have to become "outdated". Not everyone is in it to make the run faster, for "useful rewards" (ignoring the fact that the rewards are, in fact, useful) or to race to L75 where everything is just a DPS-race kitefest. Some people just want the *option* to enjoy content at the level it was designed for.
    Also, it bears repeating: *instance content is not the only type of content in the game*. I know there are folks out there who are only used to the game world as a giant chat room where you click inbetween running Skirmishes from the Skirmish Finder and Instances from the Instance Finder, but there actually is a landscape out there, really!

    I would love to have been able to run Dol Dinen at the appropriate level on my latest alt, but I actually leveled straight past it in Evendim without even realizing it. :/ *sigh*

  8. #128
    Junior Member Online status: Eagleking7 is offline Reputation: Eagleking7 the Neutral
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    Slow down levelling.

    Turbine could/should simply increase the points required for levelling with something like 20-30% at each level.

    Besides I would also like it if they would use some clear rounded numbers instead of for instance 24872 points required for a certain level. It should simply be 25000.

  9. #129
    Grand Member Online status: whheydt is online now Reputation: whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying whheydt the Undying
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    Quote Originally Posted by Eagleking7 View Post
    Turbine could/should simply increase the points required for levelling with something like 20-30% at each level.
    I will assume that you are talking about rescaling the leveling curve across all levels... If so, it is worth noting that Turbine *reduced* the xp curve at one point, as well as boosting the xp per quest at the top end (shortly after RoI went live), so they are very unlikely to readjust making it take more xp to level. Besides, if they do what you want, do you expect the levels on existing characters to be reduced? If so, what about the level-gated gear they're wearing? For example, I have 10 level 75 characters and all but one is using level 75 crit (Guild recipe) crafted armor and weapons that require one to be level 75. Do you expect me to sit still for having to get new armor and weapons for all of them because they no longer meet the requirements for their gear? Do you *want* there to be riots in the streets? The alternative would be to grant all characters enough extra xp to keep their current level...and that won't help your cause, either.

    Besides I would also like it if they would use some clear rounded numbers instead of for instance 24872 points required for a certain level. It should simply be 25000.
    Tabletop games traditionally used round numbers because it's easier to develop leveling tables and keep track that way (remember that D&D pre-dates PCs by some years). There is no need for a computer system to do that. A computer can simply be handed the equation for the curve you want and calculate all the level points no matter where they fall.

    --W. H. Heydt

    Old Used Programmer

  10. #130
    Grand Member Online status: Niwashi is offline Reputation: Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads Niwashi the Watcher of Roads
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    Quote Originally Posted by whheydt View Post
    it is worth noting that Turbine *reduced* the xp curve at one point, as well as boosting the xp per quest at the top end (shortly after RoI went live),
    They've done that several times. The one around the time Mines of Moria came out seemed particularly dramatic (or perhaps just seemed that way to me due to the levels my characters were at the time). I had a couple characters skip entire levels with that readjustment. It was particularly annoying for my Guardian/Metalsmith, because I'd worked so hard to finish mastering the apprentice tier of his metalsmith craft before hitting level 15, so that he could make his own crit and on-level gear. (At the time it required mastery rather than just proficiency to get critical success in crafting, and none of my other characters had managed to get their crafting mastery to catch up to anywhere near their own level so they could crit anything for themselves.) He was nearing the end of level 14 and I'd just finished the crafting and made him his crit heavy armour, ready for as soon as he dinged the next level. I logged out at that point and logged in the next morning to get the message that the XP curve had been readjusted and he was now level 16 (and over half-way through it to 17). He never hit 15 for even an instant.

    I wish they hadn't made all those reductions in the XP curve. The game ran a lot smoother with the original leveling curve it had at launch. But yes, raising the leveling curve back up to where it used to be (although great for new characters who could have it that way from the start) would cause too many issues for current characters. At this point, it's likely to be easier to fix from the other direction — changing how many XP we earn. But this is the reason a percentage slider would be even better than a simple on/off toggle for earning XP. We could then still have a leveling curve in place but get to choose how high it should effectively be relative to how many XP we're earning. We could have leveling be the accomplishment it's supposed to be in RPGs, but done at a speed that better matches the content.

  11. #131
    Junior Member Online status: Amannas is offline Reputation: Amannas the Neutral
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    I fail to see why there's a need to deviate by even discussing (let alone suggesting) complicated routes..
    especially since one would hope that, should it ever be implemented, it will be as simple a solution as that of a toggle..

    What i would like to know is how far down their list of priorities it is..or up.. : )

  12. #132
    Senior Member Online status: BitzM is offline Reputation: BitzM the Wary BitzM the Wary BitzM the Wary BitzM the Wary
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    Just because this topic interests me I will keep adding to these discussions.

    I know this kind of topic has been going for a while and people have settled on a simple Exp Toggle as the solution to the problem but there is a fundamental problem with this solution. Too easy - too simple - nothing special about it.

    Others have stated that there is a highly competitive MMO environment out there. (I wouldn't know, LOTRO is the only one I play and may play for a long time.) In competitive business environments the name of the game is being unique. From what I have read LOTRO has its unique characteristics.

    I propose that LOTRO/Turbine/Warner Brothers should not shooting for simple and the same old features as other games mentality but should instead shoot for a unique and creative idea that will make LOTRO different than the multitude of other games out there.

    Honestly if it has taken them this long to implement a simple on/off feature either they don't want it or they are shooting for the stars and are waiting for the right time to implement it.

    The issue those in favor of an Exp Toggle are touching on is the level gap. Leveling from 1 to 75 (soon 85) is big gap.

    Solutions include (but are not limited too):
    Speeding up Exp gain - great for those who want to get to the end game. Bad for those who want to enjoy the ride. In theory this brings level 1 closer to level 75 but 75 still is a long way from 1.

    Make leveling more horizontal - I believe the Entmoors uses this. I think this was used after Moria too. The idea with this plan is to limit the distance you rise about the previous level. Leveling up could be used but with less difference between each level. Instead of Hard at lvl 20 and easy at lvl 25 things that were hard at lvl 20 would still be sort of challenging at 40. Not good for those who like leveling up and making everything easy. Good for those who like challenge. Making all content auto level to your level would fall into this model. I would place the Exp Toggle in this category. Good for those who like to go horizontally but not so good for those stuck going horizontal at level cap.

    Jumping the Gap - This idea is used in some games where you instantly become a higher level or might equal the level of others. Jumping too fast too much could limit opportunities for people to learn as they grow. Nothing like going from 5 skills to 25 and trying ti figure out when best to use each one. Oops, that has an hour cool down. I wish I had it on this boss now, oops I forgot all my good skills as I was dieing. Jumping is good for those who learn fast, bad for the slower learners and the easily frustrated. Less problems if it would only go backwards but then you loose the benefit of playing new content right away.

    I would like to see a method where the Gap can be jumped back and forth. Maybe there could be short quest lines that let you open the higher levels so you can get to end-game quickly and still know how to play while letting you jump back over the gap to play lower level areas if you want.

    I say we should let Turbine aim for the skies with this level gap problem.

  13. #133
    Junior Member Online status: Amannas is offline Reputation: Amannas the Neutral
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    necromancy time..?

  14. #134
    Junior Member Online status: Amannas is offline Reputation: Amannas the Neutral
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    ..and again...

    May we have an update on the -form- this will/may have please? At the very least?
    Forget the time frame, knowing your pace in all things development related, well let us say one can take a hint, but how about giving us a hint or two in regards to the nature of this function? It would surely be nice to know what it is you have in mind, especially since after that XP lock admission in the last QA..

    Whenever it is that you find yourselves able to implement it that is..

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