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  1. #1
    Community Member EdsanDarkbane's Avatar
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    Default Remove the hard XP cap enjoy all quests.

    Please consider doing this. Or allowing VIPs the option. The idea that somehow removing the hard XP cap hurts players is not true.

    We sell ways to fix any .is take a player might make with a character if the level too much at once. Being able to hold XP allows players to play the quests they want and how they want.

    If We could sell +20hearts and Otto's on the store, at least allow 1 or 2 purchases a month per account. This would completely remove any issue that could "hurt" a new player.

    We the community will help anyone by directing them to solutions. We love the game and want you guys to be successful.
    Using Trackless Step,
    Kyoshiro

  2. #2
    Community Member C-Dog's Avatar
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    Mmmmm... no.

    One thing the game relies on is a variety of levels being played, in large part so that there is a constant spectrum of LFM's up at all times.

    If characters were allowed to hold at any level and still earn infinite XP, they would tend to do so, and 1) the LFM's would become grainy (reflecting the "sweet spots" for earning XP), and 2) some quests would become ghost-towns (even more than some already are!), rarely being run except by the lost and the confused.

    There is no good argument for why removal of this cap is "needed" - you want to level up, you don't hold a level, just move on to the next quest tier. You want to run a chain for loot, then "leveling" is not your current priority and you accept that you might have to cap. Simple choice.

    (And I see NO relation between your request and "enjoying all quests" - what does one have to do with the other? )

  3. #3
    Community Member EdsanDarkbane's Avatar
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    Default Hard cap XP doesn't force grouping

    Quote Originally Posted by C-Dog View Post
    Mmmmm... no.

    One thing the game relies on is a variety of levels being played, in large part so that there is a constant spectrum of LFM's up at all times.

    If characters were allowed to hold at any level and still earn infinite XP, they would tend to do so, and 1) the LFM's would become grainy (reflecting the "sweet spots" for earning XP), and 2) some quests would become ghost-towns (even more than some already are!), rarely being run except by the lost and the confused.

    There is no good argument for why removal of this cap is "needed" - you want to level up, you don't hold a level, just move on to the next quest tier. You want to run a chain for loot, then "leveling" is not your current priority and you accept that you might have to cap. Simple choice.

    (And I see NO relation between your request and "enjoying all quests" - what does one have to do with the other? )
    I don't agree with your presumption: that hardcapping XP doesn't force more lfms, nor does it make the levels more disbursed.

    I actually believe that being able to level when you want will promote a healthy environment for new players, and veterans.

    For example, on my TR train I have grouped with several players. A lot of times they are happy to group with me and enjoy the experience so much that we add each other as friends.b

    Because I am no lifing when I do play I often times am forced to out level any friends I make a long the way.

    Why? Because hardcap. Because it takes 12 years to finish a 150 lives at one per month.

    While anecdotal, this happens every single life. I make friends and inevitably out level them due to the hardcap and the size of the grind.

    What does it hurt if I stay at level 5 for an extra week while I Experience the game with new and returning players? Sharing a story in the moment and telling old tales.

    I know that if I could do that and not impact my TR grind, the games community would be better for it.

    I think a lot of players have similar experiences, and I know we all want more players new players. This would foster that at no cost to the developers.

    I understand what your perspective is but it is limited as it relies on the game Forcing players to behave in a given way, and sans that forcing you feel like folks will want to only play low level quests.

    This view presupposes that hardcapping forces grouping and also forces a larger range of options. People group for lots of reasons. But what we want to foster is those experiences.

    This game is extremely comprehensive. New players benefit from playing with us.

    Tl;DR
    I want more grouping not less.
    Using Trackless Step,
    Kyoshiro

  4. #4
    Community Member ahpook's Avatar
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    Quote Originally Posted by EdsanDarkbane View Post
    I don't agree with your presumption: that hardcapping XP doesn't force more lfms, nor does it make the levels more disbursed.

    I actually believe that being able to level when you want will promote a healthy environment for new players, and veterans.
    Well you can level when you want. You don't have to level just because you hit the cap. I have not levelled and run a quest out to help a buddy or guild mate even though I was capped and not getting XP.

    Quote Originally Posted by EdsanDarkbane View Post
    For example, on my TR train I have grouped with several players. A lot of times they are happy to group with me and enjoy the experience so much that we add each other as friends.b
    I have generally found that taking the level is fine by the group as they realize the faster speed the extra power offers is sufficient compensation for any penalty.

    Quote Originally Posted by EdsanDarkbane View Post
    What does it hurt if I stay at level 5 for an extra week while I Experience the game with new and returning players? Sharing a story in the moment and telling old tales.
    This is the crux. What does it hurt? And honestly I cannot think of much except my sense of D&D gameplay. For some reason a person running level 8 content and then leveling to 12 because they banked 4 levels is not how XP should work. I also don't think that is a likely scenario due to how XP bonuses and the increasing XP of higher level quests work. But it would certainly help the case if there were not outlier quests that deviate so much from the average XP. Any plan to hold more XP just seems like it may result in those overrun quests being run more.

    To get to the same point I would like to see a better XP system that would not cause significant drops in XP should 1 player in a party level up. The Bravery bonus is the worst culprit as it can cause a significant drop if one player levels past it. I think that solving that problem would yield more benefits that removing the XP cap.

  5. #5
    Community Member EdsanDarkbane's Avatar
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    Default Perspective

    Quote Originally Posted by ahpook View Post
    Well you can level when you want. You don't have to level just because you hit the cap. I have not levelled and run a quest out to help a buddy or guild mate even though I was capped and not getting XP.


    I have generally found that taking the level is fine by the group as they realize the faster speed the extra power offers is sufficient compensation for any penalty.


    This is the crux. What does it hurt? And honestly I cannot think of much except my sense of D&D gameplay. For some reason a person running level 8 content and then leveling to 12 because they banked 4 levels is not how XP should work. I also don't think that is a likely scenario due to how XP bonuses and the increasing XP of higher level quests work. But it would certainly help the case if there were not outlier quests that deviate so much from the average XP. Any plan to hold more XP just seems like it may result in those overrun quests being run more.

    To get to the same point I would like to see a better XP system that would not cause significant drops in XP should 1 player in a party level up. The Bravery bonus is the worst culprit as it can cause a significant drop if one player levels past it. I think that solving that problem would yield more benefits that removing the XP cap.
    Well said, thank you. I want to make sure I understand that your main issue is to that it doesn't feel right to go from lvl 8 to 12?
    I understand that. But would counter with XP crystals, saved Sagas and the Otto's.

    People go from 8 to 12 all the time. They just do it alone. And some might like it that way. I think most of us want to share the experience and the hardcap XP steals that from the community.
    Using Trackless Step,
    Kyoshiro

  6. #6
    Community Member ahpook's Avatar
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    Quote Originally Posted by EdsanDarkbane View Post
    Well said, thank you. I want to make sure I understand that your main issue is to that it doesn't feel right to go from lvl 8 to 12?
    I understand that. But would counter with XP crystals, saved Sagas and the Otto's.

    People go from 8 to 12 all the time. They just do it alone. And some might like it that way. I think most of us want to share the experience and the hardcap XP steals that from the community.
    Agreed, that those are an comparable issue from the Role Play perspective. And anything i can think of to resolve the issue would take a lot more work than your suggestion.

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