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Post by electrohydra on Nov 9, 2016 13:51:22 GMT -5
You can hit rank 10 pretty easily, but I have serious doubts about rank 20 in two days. It's taken me (at least) a dozen runs of both graveyard and red lights to hit rank 20.
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Post by drunkensolamnic on Nov 9, 2016 14:40:25 GMT -5
That is a blend of solo and party play.
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Post by Lugwy on Nov 9, 2016 16:17:13 GMT -5
It's possible to get a skill or few to 20 in at least a couple of days by some grinding, assuming that you're updating your gear at points and collecting bits of bXP here and there. Time investment is a pretty big factor alongside bXP in how fast you can level. For example, I am likely one of the lowest leveled "veteran" players around due to only having a few hours to spend most days, and even when I get on sometimes I'm not really in the mood to grind.
Low level pace seems good, but I'll reserve judgment for higher leveled grinding until I get there.
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Post by thehitman on Nov 9, 2016 17:42:53 GMT -5
Hey guys these are awesome, mature responses that speak volumes about the players on the PW. I should of made it where comments were disabled (if possible) as I imagined it'd be a contentious and divided issue to discuss (as proven by the voting so far at least, *holds breath*) but disabling commentary really isn't necessary. I mainly wanted to do this for documentation purposes to prop up or debunk arguments relating to this subject in the future. Keep on rockin' and basing your points upon facts rather than raw emotion or ad hominem
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Post by thehitman on Nov 11, 2016 2:25:03 GMT -5
It is mostly okay. Here are some things I view as problems: - RP XP does not contribute enough XP gain. Roleplay always means sacrificing XP (opportunity cost of not grinding). This has led to a very grind-heavy culture. Pretty much my own opinion on the matter. Not enough RP happening in non-combat areas and not enough cultivation towards creating RP when a DM isn't on. They can't do everything.
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Post by Crystal the Critter Princess on Nov 12, 2016 17:57:14 GMT -5
I'm feeling like it's taking a lot of time and effort to get to level 10, while most of the content and capability seems to start at level 20. I'm not sure what can be done about this, but it sounds like the high-level players are doing fine. Part of it may also be that I'm focusing on healing, support, speed, and stealth, none of which are particularly good for dungeoning alone, so if I can't find a good group I can't do anything. I feel that, even then, it's leveling a bit slower than I'd like, but I'd have to see what might happen if there were more people around at the times I could be...
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Post by drunkensolamnic on Nov 13, 2016 12:56:22 GMT -5
After 4 days and 4, 4 hour play sessions. The majority of my alt's main skills are in the 10-15 range. The limiting factors I ran into were: Area xp-caps hitting early, Detect lagging behind other skills, high traffic in low level dungeons (with partying up being refused or not an option). I've cleared roughly 4,000 bucks in that same time, supplemented in part by the fact that some of the dungeon trips I made were already cleared of all spawns (hence no xp, but free loot). This is with solo/duo play only. And after the first day I rarely got a chance to interact with others for RPXP.
I played in Eastern US AM times from 8AM-1PM; this is the low population time that Euro players who generally have it the worst experience.
My suggestion from this is perhaps raise the xp caps that can be gained in dungeons pre-10, or perhaps just uncap it all together. This way someone who has 1 day a week to really go to town on the server does not cap out without getting to the first round of skill-levels where you can take new feats and get new bonuses.
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Post by kaincallavis on Nov 13, 2016 13:12:19 GMT -5
I spend probably the most time on the server due to an accident a few years back rendering me incapable of working.
I get a lot of solo time in, and thoroughly enjoy the roleplay when it is available and my character does not feel rushed to get somewhere for a planned dungeon crawl. Even then, I make people wait sometimes, which I feel bad about, but rp > grind.
I feel the pace is pretty comfortable, but as someone who has tons of time would you really expect me to say it is too slow?
One thing I do feel should change is: I feel roleplay should contribute more to character xp. This is not much, but it could be the off-set. Maybe every 10k bonus xp should come with 10 character xp as well. Granted, this would not amount to a whole lot, but it would be a slight benefit to roleplay. Enough to provide that "oh nice!" sensation you get when you find something rare in a dungeon.
It also provides the theoretical ability for players to level up on the server without ever taking the plunge into a dungeon. Would anyone ever actually level a character based on roleplay alone? Probably not, but I know it would benefit some of our more dedicated roleplayers on the server.
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Likewise, I feel like players should generate a small amount of bonus xp while offline.
A script that measures the length of time between your last login and the time you are currently logging on and awards a small amount of bonus xp accordingly. Say after 5 hours of offline time you get 750 bonux xp (which, if you were online roleplaying would be suuuper easy to get). Then every hour you get 150 more bonus xp. This bonus xp would cap out at 3,000 so someone who is offline for more than 20 hours has generated the most he can generate from this. Or to make it easier to script just give 150 bonus xp an hour - which still caps out at 3,000 bonus xp.
This would not make a HUGE difference but it would provide a small edge for players like James Frazer, or anyone else who is very limited on time. Honestly, helping those players with small edges should definitely be a thing. It is minor in the grand scheme of things but "rest" is essential for every character and it is like a rested xp bonus that helps ever so slightly for them to close that gap between them and the players who have the time to be online more.
These are my opinions, and my suggestions.
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Post by gorirah on Nov 13, 2016 14:41:34 GMT -5
More bonus pool experience to skill experience is good. A small offline contribution to bonus pool experience for those who can't play as much may work. Bonus pool experience for forum roleplay too, though that would need a DM to review. But bonus pool experience feeding character experience? Definately not. Character experience is a strictly finite pool from skill experience, bosses and quests, we all have exactly the same potential and that equality is needed.
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Post by Rhicora on Nov 13, 2016 17:07:16 GMT -5
Likewise, I feel like players should generate a small amount of bonus xp while offline. A script that measures the length of time between your last login and the time you are currently logging on and awards a small amount of bonus xp accordingly. Say after 5 hours of offline time you get 750 bonux xp (which, if you were online roleplaying would be suuuper easy to get). Then every hour you get 150 more bonus xp. This bonus xp would cap out at 3,000 so someone who is offline for more than 20 hours has generated the most he can generate from this. Or to make it easier to script just give 150 bonus xp an hour - which still caps out at 3,000 bonus xp. This would not make a HUGE difference but it would provide a small edge for players like James Frazer, or anyone else who is very limited on time. Honestly, helping those players with small edges should definitely be a thing. It is minor in the grand scheme of things but "rest" is essential for every character and it is like a rested xp bonus that helps ever so slightly for them to close that gap between them and the players who have the time to be online more. These are my opinions, and my suggestions. BXP over time with a cap (3000?) sounds pretty good. The ToA series of servers did this and it worked out very well. Grinding was more rewarding if done infrequently, and less so if done all day. The cap prevents characters from being created early and then shelved to accumulate BXP.
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Post by ronan on Nov 13, 2016 18:58:02 GMT -5
More bonus pool experience to skill experience would be great, and offline bonus pool up to 3000 or such would also be great.
Not going to argue the merits of Dungeon RP to Town RP, both have their place and are equally good, but I do find myself grinding maybe..... once or twice a week with a bonus pool of 100-200k from a TON of Town RP, and these changes would allow characters like mine an easier path to catch up to those who spend more time grinding.
As a lot of this server's skill and exp system seems to be based around Dragon Age and Skyrim..... what if there were some way to make "masters" of each craft that you could literally pay or spend time RPing with to level certain skills? Maybe there could be static quests for NPC's of reknown in certain areas that reward in a large bump of the relevant skill XP, or a new cash skin by paying directly for XP and level ups. Or go a step above that, and have say..... PC's of a certain skill % granted the power to give skill XP to other players after they've RP'd learning from them?
The kinks would have to be worked out to prevent abuse of course, but it'd certainly take the concept of mentorship in a craft to the next level if it could be done.
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Post by Kitsunenotsume on Nov 13, 2016 19:15:29 GMT -5
Just adding this from Discord
If that is the sort of thing people would be interested to see happen, I would strongly advise writing up conversations for 104 NPCs or so (one for every 20 ranks), or submit plots, drafts and legwork for the appropriate quests, etc. and submit them to the staff.
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Post by gorirah on Nov 13, 2016 19:21:35 GMT -5
Just adding this from Discord If that is the sort of thing people would be interested to see happen, I would strongly advise writing up conversations for 104 NPCs or so (one for every 20 ranks), or submit plots, drafts and legwork for the appropriate quests, etc. and submit them to the staff. This some kind of slip that 3 more skills are to be added? there are 23 on the character sheet.
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Post by Rhicora on Nov 13, 2016 19:21:42 GMT -5
Another suggestion was to let players do this for each other. Mentor and student choose a skill to practice together. They both spend BXP, and the student gains some skill XP.
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Post by Fuzz on Nov 13, 2016 22:56:03 GMT -5
Another suggestion was to let players do this for each other. Mentor and student choose a skill to practice together. They both spend BXP, and the student gains some skill XP. This could be horribly abused and probably isn't the best idea since people could make a vested effort to game the system then and powerlevel each other.
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