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  1. #1
    Community Member Ghwyn's Avatar
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    Default Idea: XP Bonus for running with new players

    XP does incentivize people. How about a stacking XP bonus of 10% per first life player in a quest. That will get more people willing to group with new people, and the extra interaction should help retain new players.

  2. #2
    Community Member Coyopa's Avatar
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    This isn't a point against. So, please don't take it that way. But, what I would like to be able to do then is to find new players with whom to group. Any ideas how to solve that problem? I mean, when the grouping bonus is on, I'll wait a little extra time for people to join. And if this was a thing, then I'd like to be able to find new players and group with them.
    Quote Originally Posted by Severlin View Post
    Quote Originally Posted by BigErkyKid View Post
    Description: The arcane archer PrE seems to be designed to work only with bows. However, it is possible to attach its effects to other weapons with much greater rate of fire like shurikens (or crossbows).
    Bug.

  3. #3
    Community Member legendkilleroll's Avatar
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    Yeh so multiboxers can abuse the game even more, no thanks.

  4. #4
    Sovereign Vorpal Halfling of Supreme Good scipiojedi's Avatar
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    This would work if vets are willing to not run elite. If you get extra xp from running with newbies then hopefully we won't all feel the need to run on elite. I started soloing on normal and it's refreshing to not feel the pressure of elite.
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  5. #5
    Community Member walkin_dude's Avatar
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    Just defining the term "new player" to everyone's satisfaction sounds like a herculean task...
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  6. #6
    Community Member AnEvenNewerNoob's Avatar
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    I'll pass.

  7. #7
    Community Member Zantax's Avatar
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    Yeah, because new player will have sooooo much fun watching mobs evaporating before he even get close to them, while himself being just a weirdly shaped xp pot that elitists use during TR train.

    In short: no thanks.

  8. #8
    Community Member LongshotBro's Avatar
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    All i've been doing for a while now is leaving groups public, playing quests at whatever difficulty i feel like at the time, and letting whoever join. sometimes it bites me in the butt. a lot of the times it winds up being a lot of fun. just today i had a returning player (4 years away) and a vet in the group doing LOD. there were a few rocky patches but, we got a good rhythm going together and finished the chain on elite.

    At any rate, i've had good interactions just entering, leaving it public and seeing what happens. The potential for a fun group is my incentive.
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  9. #9
    Community Member dontmater's Avatar
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    then turbine would have to deal with yet another database.. no thanks

  10. #10
    The Hatchery Paleus's Avatar
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    Quote Originally Posted by walkin_dude View Post
    Just defining the term "new player" to everyone's satisfaction sounds like a herculean task...
    The only thing I could come up with is administering the "Shroud Bonus Chest Portal Test."
    Kobold never forgive....kobold remember waterworks.

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    i'll be putting a bug into our system.

  11. #11
    Community Member sithhound's Avatar
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    Quote Originally Posted by Zantax View Post
    Yeah, because new player will have sooooo much fun watching mobs evaporating before he even get close to them, while himself being just a weirdly shaped xp pot that elitists use during TR train.

    In short: no thanks.
    This

  12. #12
    Hero JOTMON's Avatar
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    Quote Originally Posted by Ghwyn View Post
    XP does incentivize people. How about a stacking XP bonus of 10% per first life player in a quest. That will get more people willing to group with new people, and the extra interaction should help retain new players.
    Nah, vets would just pop out the afk 2-box opener first lifer and run elite BB..

    and really, new players are still figuring out the mechanics of the game, do you really want some vet coming in and zerging everyone through.
    When the newbie is ready to up their game, they will be ready to find vet groups to jump in with.

    There should not be pressure to bring vets into newbie parties and newbies into vet parties, its usually detrimental to both.

    The party xp bonus incentive is good enough on its own.

    Remove Dungeon scaling and incentivize teamwork for success.. solo'ing should be more difficult and take 4x longer... not scaled to be easier than grouping.

    Remove bravery bonus/change it to a bonus that rewards parties that challenge quests above their level regardless of difficulty.
    Trying to pigeon hole everyone to doing Elite first time is detrimental to the development process.

    Full party loot bonus.. give a stacking jewel of fortune effect bonus when full party looting.(blue beam from the chest for everyone).

    Daily LFM bonus.. put up an new LFM and get a xp bonus.. use quest ransack as a template.. encourage players to put and lead LFM groups,

    LFM control.. let the LFM leader boot hirelings from groups when real players want to join
    .. a simple.. player x wants to join your party but hirelings are currently filling out the group, which hireling do you want to boot so you can bring a real player along.
    .. instead of we have to drop group and reform because [expletive] player wont dismiss his hireling and there is nothing I can do as the leader and former of the party .. next time we wont pug..


    ~~~~~~~~~~~~~~~~~~~~
    party aura -
    Introduce overlapping buffs from diversified party members as long as they are all within aura range of each other..
    things like..
    ~healers got your back - bonus 25% heal amp due to divine in party..
    ~Melee's got point - +20% mana due to not having to be as skittish about being interrupted..
    ~Arcane knowledge - +50 MRR, arcanes recognize/identify the magical attacks so party can better defend..
    ~Primal lore - control the high ground +50PRR , due to terrain advantage knowledge..
    .. or some other (stacking) bonusses.. just throwing something out there to get the brain juices flowing..
    ~~Spheres aligned... once you have primal/arcane/divine/melee auras overlapping together you receive a +10% attack and damage (physical and magical) and +2 to all stats/skills stacking bonus(only applies while alive in party grouped together in quest ).
    Bonus only applies from dominant class for multi-class toons.. (for example.. 11 wizard/9 cleric applies arcane party aura not dvine..)
    ....Something to encourage players to stay grouped together for optimal bonus advantage, and encourage diversified party grouping...
    Last edited by JOTMON; 07-11-2016 at 01:59 PM.
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  13. #13
    Founder & Hero
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    way to exploitable for multiboxers.


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  14. #14
    2014 & 2016 DDO Players Council Kwyjibo's Avatar
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    I could see many new players, being asked to hang out at the beginning so they don't wander off and get in trouble...not to mention the whole "how to define a new player" problem.
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  15. #15
    Community Member Coyopa's Avatar
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    Quote Originally Posted by scipiojedi View Post
    This would work if vets are willing to not run elite. If you get extra xp from running with newbies then hopefully we won't all feel the need to run on elite. I started soloing on normal and it's refreshing to not feel the pressure of elite.
    That would be a terrible idea. I would expect that a TR running with newbies on normal would drive the newbies away even faster. I mean, I just got a barbarian back to 20th level on Sunday. And I was mowing mobs down in groups with multi-TR's. I ran Tear of Dhakaan on elite at level 9 with 3 other level 9's. At the end of the quest, I had 188 kills and the next closest person had something like 42. I didn't get a screenshot of that, but I did get a screenshot from another quest. I'll have to get that out when I get home. The kill count in that quest was much like Tear of Dhakaan. I even solo'd Garl part 2 on heroic elite in 4 minutes 0 seconds. The point of all this is not to brag, but to point out that the problem there would be even more pronounced in a quest run on normal. Unless I basically stood around (or the newbies did the other half of the dungeon), then the newbies would simply end up watching as I carved a path of death and destruction through the quest. And I can't imagine that would be fun for them.
    Quote Originally Posted by Severlin View Post
    Quote Originally Posted by BigErkyKid View Post
    Description: The arcane archer PrE seems to be designed to work only with bows. However, it is possible to attach its effects to other weapons with much greater rate of fire like shurikens (or crossbows).
    Bug.

  16. #16
    Community Member Coyopa's Avatar
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    Quote Originally Posted by Uska View Post
    way to exploitable for multiboxers.
    I don't think we should be concerned with those people. Even if the original idea didn't include the loss of bravery, we shouldn't be worried about them. However, since this would essentially give bravery experience for running with a full group of 5 newbies, I can't really see multi-boxers doing much with this. It's easier to just run elite for bravery solo than it is to run 5 additional characters from quest to quest in order to get additional experience for one character on an easy normal run; the elite run would take as much time as the normal run with the additional characters. And people will always take the path of least resistance.

    I mean, it sounds like it's only rewarding veterans for running with newbies when the quest is done on normal. So, if you're running it on elite with 5 newbies, then you're getting bravery and not the grouping bonus. Now, if my understanding is wrong, then giving out this bonus on top of bravery would be sick. And I will admit that it would be worth my while to create 5 additional accounts just to run those characters between quests and net me another 70% experience.
    Quote Originally Posted by Severlin View Post
    Quote Originally Posted by BigErkyKid View Post
    Description: The arcane archer PrE seems to be designed to work only with bows. However, it is possible to attach its effects to other weapons with much greater rate of fire like shurikens (or crossbows).
    Bug.

  17. #17
    Community Member Coyopa's Avatar
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    Quote Originally Posted by Kwyjibo View Post
    I could see many new players, being asked to hang out at the beginning so they don't wander off and get in trouble...not to mention the whole "how to define a new player" problem.
    I suppose this might happen. However, since the quest is on normal, I would think they couldn't get into too much trouble. Even if they did, they'll learn something. After all, we all had to get into trouble in order to figure out how to not get in trouble in the future. And I don't think many newbies would listen to such instructions, anyway. After all, they want to play the game and standing at the entrance isn't any fun.

    "How to define a new player" is the hardest part, of course. You can't just say "first life characters", of course. But where's the cut off in "hours played"? I mean, my wife could play for 100 hours and still be a newbie since she would play so irregularly and infrequently that it would take her at least a couple hundred hours to learn the game. And that's with having me as a physically present resource.
    Quote Originally Posted by Severlin View Post
    Quote Originally Posted by BigErkyKid View Post
    Description: The arcane archer PrE seems to be designed to work only with bows. However, it is possible to attach its effects to other weapons with much greater rate of fire like shurikens (or crossbows).
    Bug.

  18. #18

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    This already has been tried as has running a XP bonus for returning players.

    The Twilight Avengers are always recruiting - http://twilightavengersofeberron.yuku.com/topic/655

  19. #19
    Community Member Vint's Avatar
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    Quote Originally Posted by legendkilleroll View Post
    Yeh so multiboxers can abuse the game even more, no thanks.
    Yes I would!
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  20. #20
    Community Member Renvar's Avatar
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    New players running with vets would not be helpful to the new players. Only the vets. The Vets don't need more bonuses.

    The only way for new players to become Vets is for existing Vet players to be welcoming and helpful. XP bonuses don't affect attitude.
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