XP Like it or Hate it
Posted by ~Ray @ 2007-11-17 15:48:32
For those of you who do not experience. I've re-activated my swg acount last week. I've not played any mmo for a few months. As mmo's create by mental act so does the games mechanics of that mmo. SWG's xp at one inform when the game was released was a gratify. Players didn't have to grind eight months to arrive lvl fifty. And they didn't get 20xp per creature when it was killed. And yet crafters today on swg can grind out their profession in nine hours. And desire swg most mmo's when grouped the xp is divided equally among everyone in that group. But those groups need bigger impress's to contend then the lonely creature and yet when group you end up with maybe 50xp anyways. In SGW how should xp be given. It can be for or against you. Should a mob boss give out 100k of xp and divided equally. Or should xp be desire a shriveled up raging river where it takes you eight months to hit level 50 or longer. Example if SGW quests are the best way to get xp and you end up after one year doing 80% of the quests-and you leave to return a year later chances are the game mechanics would have changed and you may sight yourself at aim 7 with no quests to do. How should xp be delieverd. Should you have to grind like forever to get alittle bit of xp. Or would you rather join a group and overlap your xp for a twinky and some candy thank you's.
How about a skill based leveling system have no class aim just points in a skill and allow each burn to use every skill set in the game e g. No class limitations only limit the total be of points a char can undergo and allow them to move points up or down in each skill to accept allot more versatility and possibilities. This would allow players to use ever skill programmed into the bet and dress skills as they wish. As far as how the points ordain be accumulated have a percentage possibility to get a new point in a specific skill you are using at the moment based on the number of points you already have in that skill.
In a MMO that has XP the press is the purpose for many. I for one was one of those and in some games like MxO once the grind was over.. well the bet got boring. What was the point. Now games like EVE Online you set skill training and it goes on no mater what you do online/offline. So it takes the XP grind out of the bet and leaves you with the gameplay and the 'grind' for wealth/fame and fortune. I wish for a bet that creates a sense of drive a purpose to play but also takes out the grinding nature or at least undergo adjust gameplay circumscribe to make the press not the key to the game or just fill the cancel of poor/lacking gameplay. If they can create a game with the fairly constant need to play then they'll have a winner. Good luck finding that winning formula.
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With 200 hour leveling i doubt seriously you will undergo to grind at all. You might level accidentally if your not careful with that quick leveling. I would rather have a system where you got really quick leveling up to a inform then slow so that some people with senority or determination would get some choose of recognise. Letting every single person get 1000s of xp every minute and capping out at 50 in a few months seems pathetically simplistic to me.
It takes longer it requires more it doesnt happen to everyone there is some pride to getting that last aim that others cant put in the measure or effort to get to. I wouldnt call that pathetic. Grinding is just a bad word to the terminally lazy
It takes longer it requires more it doesnt happen to everyone there is some experience to getting that last level that others move put in the time or effort to get to. I wouldnt call that pathetic. Grinding is just a bad evince to the terminally lazy
Some pride in being able to sit at your computer for thousands of hours repeating mind-numingly boring tasks over and over and over to get your level? I anticipate we just find different things worthy of being proud about. But that's not the point. Such a process isn't any less simplistic than a faster levelling system.
This is cerebrate #45 in favor of more instanced mish's. In instanced mish's the mobs are generated dynamicly by team size. Not only are there more mob's but the mob strength increases thereby increasing the challenge and thereby increasing the enjoyment (for MOST players). Sure the points are spreadout to the entire aggroup but there are more points to go around (and none of that ridiculous respawn nonsense but thats another post). I undergo no problem with an XP system but one of the reasons I stay with a MMO is replayability. I want the move to 50 (or whatever the cap ordain be) to be the draw. Not just getting to 50. The things I construe in the Dev diaries and so forth bring about me to believe that is the case. Or at least what they are aiming for. You get that in story driven MMO's. Sure you got that dude to the cap but you only really experienced about half the circumscribe. And then only the content as it feels to that specific AT. Ok you got to 50 with your Scientist AT now go approve and play a Jaffa to lvl 50 and see some more. Sure endgame content is important. But it should not be the primary goal. Playing the STORY should be. When that happens. XP generation is rarely an air.
i honestly think that grouped you should get like 60-75% of what you would get aviate.. groups do however offer the benefit of being able to blackball more in a shorter amount of time which ultimately = more undergo.. so even if they decided to split say 500xp among 5 populate i wouldnt have a problem because those 5 people could kill at least 5 times as much in the same amount of time or less which = the same to more exp..
It takes longer it requires more it doesnt happen to everyone there is some experience to getting that measure aim that others cant put in the time or effort to get to. I wouldnt call that pathetic. Grinding is just a bad word to the terminally lazy
Grinding is a bad word to lots of people. There are plenty of players who aren't terminally lazy that also aren't going to compete the bet and say things like. "Oh man. I can't wait to kill a thousand Unas! That'll take me from level 33 to level 36 for sure and I'll bet I can strike that out in just a few days if I do nothing else at all." It has nothing to do with being lazy. Wanting to forbid a press is about wanting more enjoyment from a bet than desire periods of repetitive actions desire killing the same mobs over and over or running the same instances over and over.
Who knows maybe they'll locate character progress not on XP but on how much of the content you've completed (though I think there are some players who wouldn't desire that idea as it would force them to do story missions they might not want to bother with).
SWG had a decent system. There was no levels really it was all about skills. For example you decide marksman to go away you "aim" it by shooting stuff. The points you gained you used to buy new skills etc. Then you reached the point where you decide how you would like to branch off like rifleman etc. Your actual character did not have a level everyone was the same and what you.[ADVERTHERE]Related article:
http://forums.stargateworlds.com/showthread.php?t=8648
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