mob xp cap and improvements to current systems

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Griefmaker
Posts: 896
Joined: Mon Sep 08, 2014 8:33 pm
Location: California

mob xp cap and improvements to current systems

Post by Griefmaker »

Suggestion:
Limit gained mob XP (xp gained by killing things) to 5k xp per RL day or some sort of xp ceiling like that, but roll over 25% any unused daily limit each day to increase the max ceiling from mobs. Allow unlimited RPR acquisition. Increase xp rewards in currently "less desirable" locations. Make certain resources only able to be found in certain "less desirable" locations. Double current RPR bonuses.

This means that everything goes along as normal until a character hits that mob xp ceiling. Then all that happens is that they no longer gain xp from killing creatures. But they still gain RPR (including MoD). In fact, RPR will become more valuable (a good thing) since it is an uncapped source of XP. They can still "adventure" if they so choose, but they will not get any more xp from the deaths of beasties.

One major reason grinding circles exist is because other places do not offer enough reward. Two thoughts on this is to lessen the more rewarding area (wrong) or to make the less rewarding area more worthwhile (right). Special resources are a good way to go about this, but often that is not enough...unless this is the only place to find this special resource.

Gold drops can be a way to generate interest, but I am personally all for less gold in the drops rather than adding to it (ideally decreasing the overall amount of gold coins in the game). So bump up the xp a little bit or make a place have a special resource that can only be found there. As to the xp bump in these less desirable locations, even a little increase can make a huge difference in risk/reward considerations. And with the cap to mob xp gained...the fear of making leveling too fast is gone.

I am also fond of artifacts and "lesser artifacts" that characters can randomly find in "less desirable" dungeons too. That could be a nice incentive to go to a place where the risk is high for a usually smaller reward, but have the potential to find something useful (hooray for +2 strength or +2 int items!)

The idea of the "roll over" of unused mob XP is to not punish people for not grinding to that magic number each day. There are days when we all feel like social RPing more than adventure RPing, so instead of feeling like we are being short-changed, a little of what we do not gain one day can be gained in the future if there is a copious amount of adventuring going on. To be honest, I suspect most people will rarely get to a mob xp limit unless they are grinding a lot in a day or if the ceiling is set really low.

A command like -xp to show the max mob xp ceiling (the normal plus any roll over) for the day would be good, but not the actual progress. Showing the actual progress would cause players to focus on it and not on the game/adventure/etc.

Pros:
- Will slow "level grinding", which seems to be something the devs are quite interested in doing.
- Traditionally less desirable places may see more traffic (assuming there is a reason to go there).
- The "roll over" unused mob xp limit will allow for a system where someone does not feel punished for not grinding to the magic mark each day if they do not wish to for whatever reason.
- RPR and even MoD will become more desirable due to being an uncapped source of XP. And it is gained by roleplaying (both during adventures or during more social aspects, like political/intrigue RP, etc.).
- This will not hurt those who have less time for playing (they probably would not hit the cap anyway).
- Actually, this will probably not hurt anyone except for those who wish to power grind. In fact, a small increase to the RPR bonus will help those who do not grind. (those who do grind without RP likely do not get much from RPR due to low bonuses anyway).
- It does not mechanically benefit any particular class in any way.

Cons:
- Players may decide to switch to an alt to grind more once they hit the mob xp cap (not necessarily a terrible thing, if the devs are interested in slowing "power leveled characters").
- Some players may be upset that they can devote a lot of time to the game in a day, but only get so much reward for hunting.
- There will be some work by the devs in implementing a feature like this.
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