XP |
-Sandra
Just an opinion,
Primo
North
Osiris
You want suggestions? Here
1) Once you hit lvl 16 or 17 the xp per mob doesnt increase by more than 5 or 6 k from then till 50, assuming efficient killing . STOP being so afraid someone is gonna lvl fast, and extend the range of xp per mob, and as a percentage fo xp to lvl. If someone wants to launch right ahead into lvl 50 mobs at lvl 15, let the reward for the risk be worth it.
2) come off the 25 million xp fence then. At 10-15k a pop lvling from 16-40 just becomes an increase in the number of 4 or 5 round fights to an amazingly dumb number.
3) Increase the 20k standard to 35 or 40k per kill, making it worthwhile to kill in a group once in a while, a mud is a social place, you cant rp by yourself and you cant group and make any xp(only thing that even comes close
to making prgress is a whimpy self healer) 4) increase loss at death, back to half xp, or quarter, capped at a decent lvl, you dont lose anything dying here, but hell you dont have any fun alive.
5) Talk to the people who get xp a lot and in an efficient manner, dont be so stuck up.
6) lower mob healing on the ticks, and lower their overall prowess, and s stop having mobs with straight 110s.
7) mage killing sucks, you have no skills, usually no meditate, and mana kills are thouroughly unrewarding, so its even worse being a mage.
I'll skip down to number 5 on your list, and say this:
You expect us to listen to a damn thing you say with comments like that? Stuck up? You have no clue, -no- clue, who we talk to, how much we play our morts to test the system, nothing. So, don't you even start with this 'stuck up' bull. I'll readily admit that I think the system can use a bit of improvement, and I've pointed out the parts where I see it needs it, however, I don't sit and whine 'oh this stucks, because I can't get my chars to level 50 in 16 hours anymore!'. If I have no ideas on how to make it better, I simply say so.
Calling us names, and making childish remarks will get you nothing but posts like this.
Now, I'll skip down to #7, because I know nothing of what the new regain stuff will do or not do to mobs.
I've made 3 mages since the new xp scale went in, and I'm sorry to say, against your obvious expert judgement, that they've leveled easily, simply by learning one fight skill in between learning all those words.
My opinions are in no way the opinions of the rest of the imm staff, these are what I think, and my reactions to previous appends.
After this append, I'll not append another, because I've better things to work on than a flame war over something.
Again, feel free to post ideas of how to improve the xp scale, I'm sure the coders will read them.
-Sandra
Just a few thoughts,
Sir Rictor Belmont
Shine, the son of Aaron
imm can give more exps for strong mobs (for example Vlad,Herne,Oonagh) Then mortals will make more groups for getting exps nope only eq or SL. It is my idea.
Shine, the son of Aaron
Also the ability to seek a solo challenge wihtout a healer Right now I see two viable xp runs
SL and the ungrouped healer with one hitter, thats all I see and those arent enough for in general, and unfun for the healer
Yes, mages can level like crazy just by investing in -one- fight skill, and uhm, getting the right eq, but not any faster than fighter chars, but that's prolly meant to be :P
brb, creed spAM
This char, with whopping 18 dex, can do some fun runs (-3dam -4 hit) still. And in a group, it usually all comes down to finding the right mobs for the group.
warke
This whole thing kinda reminds me of something that came up on another mud where I'm an admin, and at least my take on the situation is that players are in general greedy as is basic human nature, and if they've become accustomed to something that makes their lives easier as a player of course they'll be upset when its taken away, even if they knew it was flawed in their favor to begin with, and that generally goes for anything not just this xp system. But enough of my analysis of players.
What I basically want to say is that, most likely the imms know what the problem is and I would figure are trying to find a way to correct it that they can agree upon. So if you want the change to come about any quicker, posting insulting messages or just rehashing whats already been saaid isn' isn't really going to help, since if anything it just takes away from the time the imms could have been spending working to correct the problem because they have to read and defend themselves through all your messages lest they be marked as not caring or not listening. So all I'm saying is just try to think a bit before you write your next message, has it already been said? Will my message really accomplish anything? Cause if we follow at least those two simple things I think players and imms in general would probably be alot better off.
Just my $.02,
Elandria (...)
PS: This opinion is my opinion and does not nessecarily reflect that of the staff, the morts, or anyone else, unless of course they realize the logic behind this whole thing. ;)
Well, I suppose if your a moron, and attack lev 50 mobs for XP, itd be hard. I would rather kill level 35-45 mobs for almost the same darn XP, and not even take a hit. I can kill a lev 40 mob, which is maybe a couple 1000 xp less, and not even be touched. Now am I some sort of super char? Hell no, I personally think this char sucks and want to make a new one -- but that'd take killing 3000 boring lame easy mobs.
Blah......
G
Ever tried playing the stock muds, where you can't hit anything, but after you level, you suddenly start beating them like nuts? No skill or startegy involved there, you level, and voila! you can start whacking the mob you had trouble with just a level earlier. Thankfully we haven't regressed to that level yet, but with the xps given so close together to make highlvl kills worthless is definately a step into that kind of monotony. Kill, rage, bash. Backstab, kick. ...
As of now, the mud is still fairly stat and skill based. Levels really don't make that much of a difference if you are not equipped to your rents content. The last system, and also the reason why we can't simply raise th e xps on this system, powerlevelling was a problem due to its ooc repercussions, mostly by clanned lvlling clanneds to carry grudges. But did the removal of powerlevelling help? In my opinion, it is merely a coincidence that we don't see too many ppl lvlling like nuts. However, in some way, it's just made more difficult to track down who's helping who now, because now, the friends only have to equip their little buddies, instead of holding their hands and guiding them through one mob to the next. It might have reduced the amount of time spent a bit, but the ppl who had the resources then, have the resources now.
Well, i know i'm longwinded, and tend to speak before i think, so here's the summary of what i was trying to say :P
Don't be afraid to increase the xp gap between levels, it does little to prevent/encourage powerlevelling because this mud is still largely a stat based mud. And when the xp gap is increased, upwardly adjusted so that mob s are worth more at higher levels, it will allow for a more generous group split.
Papercut.
Yes, I'm working on this, and a dozen other things. The reason we add features and seemingly don't correct problems is because there isn't a single member of the coding department not working on multiple projects at once. While fixing one, another may reach completion. We too, do this for fun, and I hate to say it, but writing tons of structures, variable lists, cleaning up code, optimizing, writing the same things over and over again can get far more repetatively boring than killing the same mob 250 times to level. Hence we generally have two or more open projects to keep us going and keep the mud moving.
-Ruf