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  1. #1
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    Aug 2010
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    Smile XP bonuses to encourage groups etc

    2 players from same guild = 2% xp bonus, 3 guildies = 3% etc makes joining an active guild more meaningful.

    xp bonus based on number of quests completed together. Reset whenever leave group. Say 0.2% per quest up to a maximum of 1 % per player in the group. So 4 people form group run 5 quests get 4% party xp bonus. Player 4 pulls wife ( or husband ) agro and has to drop. Bonus is now 3%. New player joins, runs quest 3.2% etc ..

    Party balance xp bonus. 4 epic spheres categorising classes so 1 class from each sphere in group = small xp bonus. Say 4 %. Hires don't count. Encourages class diversity in groups.

    Past lives xp reward bonus to account. Encourages experienced players to make more characters. Join in with the new players. No idea how would be implemented. Maybe active alt character i.e. levelled within last 7 days = 1 % xp bonus to account.

    probably all been mentioned before but was bored so posted

  2. #2
    Community Member Potatofasf's Avatar
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    Oct 2009
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    Default

    Quote Originally Posted by MistressV View Post
    2 players from same guild = 2% xp bonus, 3 guildies = 3% etc makes joining an active guild more meaningful.

    xp bonus based on number of quests completed together. Reset whenever leave group. Say 0.2% per quest up to a maximum of 1 % per player in the group. So 4 people form group run 5 quests get 4% party xp bonus. Player 4 pulls wife ( or husband ) agro and has to drop. Bonus is now 3%. New player joins, runs quest 3.2% etc ..

    Party balance xp bonus. 4 epic spheres categorising classes so 1 class from each sphere in group = small xp bonus. Say 4 %. Hires don't count. Encourages class diversity in groups.

    Past lives xp reward bonus to account. Encourages experienced players to make more characters. Join in with the new players. No idea how would be implemented. Maybe active alt character i.e. levelled within last 7 days = 1 % xp bonus to account.

    probably all been mentioned before but was bored so posted
    No matter how much bonus is given, if there isn't enough players to play together.
    The game subdivisions are already to spread.

    Players are divided by 30 levels - different playtime, different XP and growth - the games has no difficult scaling to mend it, the difficulties are set and has level Cap of +2 on Elite.
    Players are divided by game mode - Reapers vs non-reapers - "Well, if you solo Elite, you will do ok in a R1 group" - But, not everybody wants to play Reaper, just want to go 1-20 as quick as possible. "Find a TR train, dah".
    Players are divided by private channels - in game communication lost most of the sense when people start use outside means of communication - Team Speaker, RaidCall, Discord... etc.
    Players are divided by know-how - there is a wild gap between a newbie, a casual player, a returning player and an afficionado with Bazzilions TRs.
    Players are divided by servers - Hardcore league came to spotlight how servers are empty, leaving scarces LFMs. A server merger would the solution, but they won't do it, so cross server LFM would appease the situation.
    Players are divided by content - VIPs vs Premiuns vs Free Players. The game has PayWalls, some will pay monthly, some will buy, some will leave. The former has happen more than the later.

    The game is split is hard to find solution to encourage groups...
    Last edited by Potatofasf; 10-25-2019 at 10:06 AM.
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  3. #3
    Community Member Kutalp's Avatar
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    Dec 2016
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    Default The randomness effect

    Giving xp rewards will not be able to keep players online and make them enjoy every bit of the game.

    https://www.youtube.com/watch?v=x1BA...AF80&index=109

    To speak for myself, I have never been a reaper player. Becasue I enjoy free roaming and picking random quests but also sometimes rerunning same ones a copule of times. Wilderness settings and wilderness like adventure packs and exploration at maps and roleplaying through npc conversations is the real thing for me. The journey itself but ofcourse I love instant action with reason. Say defend this post or help this party carry the good through wilderness then trip to underground caves then journey through another plane while exploring the lore and characters you meet on the way. Adventure packs that leads to new settings and planes are top fun for me. Fix settings and fix quest runs are only for the level ups more than the excitement of discovery and lore itself.

    https://www.youtube.com/watch?v=XTfU...2AF80&index=58

    Bringing all players together daily and casually requires a full open world experience with trade routes, crafting, pvp, monster hunts, farming, natural disasters, etc... between zones, setting and include playermade settlements aswell. Why ? Becasue that would include everything with randomness effect. There is no order and level restrictions. Adventures come to you. Excitement and lore and the thrills. It is like real life. (In real life I can not explore much but stick to desk and cover that by reading, sports and trottling around the town...sigh...)

    https://www.youtube.com/watch?v=11JM...2AF80&index=46

    This could be done mimicing the routes with mini maps and games, farming, herding etc to craft collectables and gear to trade at other instances, mini settlement defense/construction at other instances. Optional pvp zones with warning and a couple of things at other instances. Then all those instances would be accessed through portal areas which may include dangerous inhabitants or shortcut routes with mini pvp zones (valleys/swamps/cave systems etc)

    https://www.youtube.com/watch?v=cN4u...2AF80&index=62

    But this would require rebuilding a brand new DDO with new engine and much more details. The extra cost would be allmost entirely freezing existing DDO development to give breath to the newborn one. The old accounts may given a chance to carry their adventure packs and best accounts to the new one. which would also require alot of early warnings and advertisement at the net and with email contacts.

    https://www.youtube.com/watch?v=Q0Xw...AF80&index=127

    Wonderfull dream that will sure turn real someday but a real tough job for the developers and the producers. If that would require support, I would sure be there to support in the future.




    https://www.youtube.com/watch?v=YPyI...AF80&index=138


    Safe journey to ye.
    Last edited by Kutalp; 10-25-2019 at 04:43 PM.

  4. #4
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    Default

    [QUOTE=Kutalp;6260111]Giving xp rewards will not be able to keep players online and make them enjoy every bit of the game

    True. Is just a lot of the game focused on xp and 'collecting' past lives for stacking bonuses. Guess when get bored of that game doesn't have much to offer once played it through a few dozen times. All just maxing stats so can push solo skull levels. Even got to the stage I time runs so can see if I can beat my previous records with current build just to make it interesting. lol. Guess a few people do this maybe that's it. DDO should have timer xp bonus.

  5. #5
    Community Member Kutalp's Avatar
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    Default

    Yes I agree. Most probably nicknames and may be luck roll abilites ? but not xp to level up.

    Additionally I work on average alp builds with balanced stats and ablites, which re focused at survival and the travel without the aim for max dps (or anything maxed)

    Average builds are pretty tricky since it doesnt let someone focus at Dc or top feats which require very high ability stats. Still has the ability to turn on many types of sticky situations.


    Last edited by Kutalp; 10-26-2019 at 12:24 PM.

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