Please stop giving away so much experience

Post » Sun May 05, 2013 8:55 pm

a slider may be the best way though it should cap at 100% and allow a player to go the way to 0% if they really want to. i do not think the slider should affect loot in anyway though. lesser xp/slower leveling is not something the majority of gamers will go for

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Jessie Rae Brouillette
 
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Post » Sun May 05, 2013 6:49 am

If you want to keep at-level with the buddy team then you could play a separate character for said team sessions only. As well as using the "tagging characters to stricter rules way" I mentioned above. These are pretty much the simplest forms of keeping at-level with people.

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Tiffany Carter
 
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Post » Sun May 05, 2013 4:34 pm

TheotherTed, I agree, if that was in place, it might work, but i don't think ESO is doing that.

That is what we do now. But, as I said earlier, I like to craft, and I am prevented from crafting as most MMOs work now with all the xp gain from it.

/agree

I don't see any reason to get less loot for getting less xp.

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GEo LIme
 
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Post » Sun May 05, 2013 7:49 am

I think Albino Dunmer was actually suggesting the opposite. More exp = less loot. Which makes sense if you are thinking that people will probably want to up the exp gain when they are leveling alts. When you are leveling an alt you usually have lots of cash for purchasing gear on your main so you want exp more than you want loot.

But I would also be fine with a slider that had no effect on loot.

Sure, but exp has just become irrelevant, so its a logical solution. From RP terms hitting max level doesn't make a huge amount of sense anyway so its not a big change.

I would always rather there was a minimum of instancing events in an MMO. I pay a subscription fee so that I can play an good MMO instead of a good single player game because I want to play with other people. Instancing certain events because they don't work in a multiplayer world is something I dislike.

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Mr. Ray
 
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Post » Sun May 05, 2013 8:19 am

I don't want excessive grinding, but I do hope money is a lot harder to gain. In single player TES games they basically just throw gold at you.

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Rob Davidson
 
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Post » Sun May 05, 2013 5:35 pm

I would imagine such a bar would only work until you hit max level.

I just figured that making it effect loot would make it more balanced and prevent people from abusing such a system.

Want to level fast? Sure you can but at the expense of some loot. Want more loot? Sure you can but at the expense of some XP. It makes sense to me.

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Prisca Lacour
 
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Post » Sun May 05, 2013 1:45 pm

I don't think it should have anything to do with loot. That can get abused as well.

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Laura Cartwright
 
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Post » Sun May 05, 2013 5:44 pm

the problem with that is loot before max level is quickly exchanged anyway and you will make far more money at higher levels than you will during the leveling process. i think they should have a "preferred xp gain" and then allow a slider to lessen it but never increase

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Cool Man Sam
 
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Post » Sun May 05, 2013 12:33 pm

Exactly. 100% would just be normal leveling.

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Heather beauchamp
 
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Post » Sun May 05, 2013 8:57 am

All I know is leveling is usually funner than the endgame grind, and the longer people take to get to endgame the less baddies we see there. Leveling gives you time to learn your class and develop strategies with your skills. I'll use WoW as the typical example but look at how many terrible players pollute that game these days, its because everyone can hit level cap in 3 days.

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ILy- Forver
 
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Post » Sun May 05, 2013 3:30 pm

Sure, but the two aren't mutually exclusive - hence my comment about retaining open-world content (and I'll throw in providing the option to do an instanced version of the normally open-world stuff). Plus, IMO instancing can actually help support grouping, at least in so far as challenging content goes. Group up in open-world in most games, and everything's suddenly trivially easy (not to mention low on rewards); group up for instances, and the instances can be scaled for group size and composition. If done well, instancing can actually encourage teaming.

Strangely, though, I've only seen one MMO do this reasonably well (and it definitely ain't SWTOR); most MMOs that feature instanced leveling content do it rather poorly IMO.
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Alan Whiston
 
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Post » Sun May 05, 2013 5:39 pm

I find classes with XP-based levelling to be an 'inelegant and jarring solution' to character progression in the first place, so I sort of expect the various methods of throttling the xp-rate to be inelegant and somewhat jarring anyway.

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JD FROM HELL
 
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Post » Sun May 05, 2013 3:19 pm

Levels in MMO is just a barrier to keep the game going longer.

The only thing that matters is reaching max level and starting the real content. ( Real pvp / pve )

Its like a really really really long tutorial. I hate tutorials.

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Rob Smith
 
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Post » Sun May 05, 2013 11:28 am

This thread has nothing to do with how long it takes you to get to 50.

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Emmie Cate
 
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Post » Sun May 05, 2013 7:42 am

then enlighten me on your point ?

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Josh Trembly
 
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Post » Sun May 05, 2013 4:41 pm

Isnt it about leveling up ???

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Krista Belle Davis
 
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Post » Sun May 05, 2013 9:05 pm

Yes it is, but it's about the journey not the destination. Many people enjoy games where leveling up takes time and not where you do 3 quests and suddenly you are half way to the next level.

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Alexander Horton
 
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Post » Sun May 05, 2013 2:47 pm

Quite honestly I dont get those people, I havent seen and MMO where leveling wasnt a chore.

And I have played SWTOR which boasted the most interesting leveling experience. I couldnt see it and I did it twice.

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jessica breen
 
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Post » Sun May 05, 2013 2:16 pm

The amount of exp is irrelevant if the content is fun.

That is all.

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ONLY ME!!!!
 
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Post » Sun May 05, 2013 5:36 am

I will reserve my vote for now, because I've not played the game and I've no feel of how XP works in ESO. However, in my opinion, good amount of XP is when you don't run out of quests to do to progress your level and are forced to grind random mobs. That is the biggest game-killer for me. As long as there are quests, preferably story lines progressing me from level to level smoothly, it's a good design for me.

At the same time, I don't want to be zipping through levels at a ridiculous speed. I'm one of those people who prefers leveling to End-Game. End game is literally the end of game for me. Raids bore me after the first one-two runs through them, PvP is very situational and requires me to be in a particular mood, and dailies ... there's nothing I hate more than dailies in MMOs. So really, I am more for a slow, long leveling process, as long as it leads me through interesting story arcs and I do not need to fill in the gaps with mindless endless grinding.

I think leveling through Crafting as an alternative to normal questing is an interesting idea that I'd like to try. But as long as it also does not entirely replace the normal ways of leveling.

.

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Dona BlackHeart
 
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Post » Sun May 05, 2013 3:53 pm

So we've identified the problem, then how to fix it?

Leveling doesn't have to be a chore. I have never once felt like leveling up was a chore in a TES game (though Skyrim was a bit too fast, IMO). Just questing and exploring was fun, regardless of whether I was gaining levels every dungeon or not. Granted it is a goal to get better, and you do, but as long as there's enough questing and exploring to do, you can take your time leveling. Make the leveling meaningful, so that you go "Totally worth it." when you finally hit the next level and see what it opens up for you, rather than "Wow, I just blew by three levels already?"
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rae.x
 
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Post » Sun May 05, 2013 7:24 pm

Eve Online. Shuffles the whole leveling concept into the background at a (relatively) fixed rate regardless of whether you're even online or not, and puts 'level cap' so far out of reach that you've got no choice but to just forget about it and play the damn game already.

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loste juliana
 
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Post » Sun May 05, 2013 5:03 pm

Please note that not everyone feels this way. I am a serial altoholic and I love the leveling thing way more than the end game. I am addicted to the sense of a journey it brings. And I know I am not alone in my condition (They tell me so at altoholics anonymous).

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GLOW...
 
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Post » Sun May 05, 2013 9:15 am

I agree. I find it best to try to enjoy the journey, because frankly the "destination" is repetition and tedium.

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jessica Villacis
 
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Post » Sun May 05, 2013 7:31 am

I'm not saying we should level up slower. I'm saying they need to balance the zones with all the ways we are given experience.

I personally would like to have a switch to turn off experience. That is what I want.

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James Smart
 
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