ex-experience nerf & the rate experience is gained

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My Suggestion

http://forums.station.sony.com/swg/boar ... e.id=65950

What the goal of the experience nerf was, I beleive, was to prevent players from grinding out a master profession in a night. It hurt the casual player.

SOE is trying to control the rate players gain experience. So, don't nerf experience for everyone, define a rate of experience gain and if a player exceeds it, apply a cumlative experience penalty in the form of battle fatigue.

Lets say SOE defines the rate of 100k total combat experience an hour.

Group A is hunting krayts and lets say the kill 10 and each gain about 80k total experience in an hour, No battle fatigue gained. Each Krayt may give 8k experience but since the rate of kills is low, there is no need to apply a penalty and it opens up the possibility of maybe a bonus.

Group B is spinning bol laires and they gain 400k experience in an hour. The players in group B start gaining battle fatigue and it starts lowering their rate of gain. Each bol may only give 4k experience but since the kill rate is so high, group B exceeds the set rate. The players in this group would continue gaining battle fatigue until they stop exceeding the set gain rate.

A slow rate of gain for battle fatigue would also mean a longer heal time ( a slow gain in battle fatigue would mean the players can exceed the set rate for a longer period of time ).

Likewise, a quick gain would mean a quicker heal time ( a quick gain would mean less time exceeding the set rate and more trips to get battle fatigue healed )

Should a player who dedicates many hours to grind out their profession be rewarded? Yes. Battle Fatigue would let SOE apply as little or as much of the of 'breaks' as they wanted.
Isleh
The Kika'Vati Order
The Kika'Vati Order
WoW has a concept called the "rest bonus".

Rest bonus accumulates as you are offline and/or resting in an "inn". Basically XP gained from killing monsters is doubled until you catch up to your rest bonus.

The purpose is to allow players with less time the ability to level up faster than players who are on all the time.
Ekade
The Kika'Vati Order
The Kika'Vati Order
They do seem to be trying to make this WoW anyway... might as well steal the whole concept if your going to steal anything from it. Just imho. :D
Sai'nu
The Kika'Vati Order
The Kika'Vati Order
Sai'nu wrote:They do seem to be trying to make this WoW anyway... might as well steal the whole concept if your going to steal anything from it. Just imho. :D

Don't get me wrong, SWG is a fantastic game. However, it feels like the people steering the ship lose focus on simple concepts like.. oh I dont know, maybe "making the game fun for the players."

People want to acheive goals. Adding more "grinding" in no way adds fun for anyone. The fact thay they thought it would worries me.
Ekade
The Kika'Vati Order
The Kika'Vati Order
An easy way to keep the grind low, yet advacment to master hard, Easy First players should have one trainer that trains said skills, no more players teaching it. Second they cant learn from other trainers except that one tey started with, third When obtaining a Skill box, have that trainer make them do some quest that requires more then just some skill, add problems to it, make them have to use their mind and not just button mashing, and ofcourse add a HIGH lvl boss to have to make the player need help. I think the best part of WOW for me was when reach lvl's 20 and 30 and going for my Summons, I was scared shitless, and I had to stay alert and sneaky to get to where i needed to be also, I found other lil quests to get some items that took me a few days just to get the crap needed for the quest. Thats what they should have stolen from WoW not the combat makue up, Not the instances. THE FUN LONG QUESTS!!!!!!
KirtViza
Well, what kills me is... they've already implemented a 'sort' of WoW like leveling system with the Pilot professions. Maybe let us 'grind' the novices to get our bearings.... then add quests like Pilot for our Elite professions... but don't make it 'more' grinding... just more quest oriented. And, heaven forbid, a few surprises along the way to make it worth doing! :D

Not loot necessarily, but a WoW button... gaining access to a pvp arena... something a little out of the ordinary.
Sai'nu
The Kika'Vati Order
The Kika'Vati Order
I don't understand the "grinding as content" thing SOE seems to be trying here. By making the grind longer, they are trying to force the grind to be the primary content for most players.

This isn't a month after launch. There are so many quests, badges, dungeons and everything else to do, they don't need to extend the grind. I understand the need to have a grind to give some sense of achievement when I finish, but it should only be a transition. A little bit of grinding to really get into what the game has to offer.
toront
Gorath Jedi Council
Gorath Jedi Council
Well, I don't think anything in this game should be a "grind". I think you should be able to just delve into the world and doing a job should have nothing to do with it. I'm not sure who on the SOE really plays the game or for that matter actually thinks that grinding is any fun.

ROTW was a step in the right direction. Great credits, fun quests. That's what it should be. That's not how this game is anymore though. It's now become a second job. SOE is catering to the hardcore gamers. Now that leveling takes forever, what fun is there really left?

Roleplaying with a group of friends is fun and exciting. This game can't stand on roleplayers alone though. I have seen very little dynamic content added to the game. With the nerf on xp, I'd expect to see less players.
Illbleed
Major
Major
Character Names
Illbleed, Ti'Tiees
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