Automatic XP per Hour
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The first server I played on when I got NWN was Anphillia, which is a team-based PvP mod that encourages IC. It also gave XP per hour. Slowly, the IC premise lost out to wanton PvP as repeatedly, new players found a bunch of people AFK around the forts, giving a nudge (by mouse or by bot) to either nudge/speak/whatever else was implemented to try and control "who is considered not idle" as time went on.
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As the person who used the term "clique", let me clarify. I meant IG/IC. If you are not "welcomed" by Team Happy Clubhouse (meaning the current factions and allies) that is a large proportion of the characters, then you have minimal opportunity for "advancement" via questing due to minimum partysize requirements…. and the above notion gives yet MORE "advancement" to the people do not suffer under such.
I did not mean OOC cliques.
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No.
definitely no.Perhaps a better way to handle the XP issue (again linked to levels and loot, nothing to do with RP) is to link XP to RP via DM Exp. Maybe make such kind of experience "permanent". So that in case of death this would not count against XP loss per respawn/resurrect? Or as a floor against which xp can't be lost. This might encourage RP in order to have DM rewards, mmore participation in the events and less focus on the quest grinding.
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As far as I know, DM Xp is seldom given out in quantities enough to make an actual difference. Less than 0.01% of my total xp throughout the years have been from DM XP, and nearly all that XP was when Thune was bumped from level 8 to level 9 for basically giving Arabel to Cormyr (he was dead and in a dress shortly after, and lost the level, alas)
The only formula I will support for XP per Hour is 25*X where X is your level. The script should automatically stop if you do nothing for 1 hour.
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XP shouldnt be given for how big your playtime counter ia but rather for how big your impact is on the world. There is a reason XP is harder to gain at higher levels - You need to do much more awesome to warrant it.
Just because someone has the free time to play for a bucket load of hours doesnt mean they need a badge for it.
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The glass ceiling for awesome is too high. I only managed to hit it with one character over the many years I've played here. The fact is that the people who see DMs the most will get the most DM XP. I have heard stories of people getting 5000xp over 5 days from purely roleplay scenarios. I have never been able to come anywhere close. The fact of the matter the system is biased towards people who are in good timezones. This is an equalizer.
Perhaps set it such that it only comes on during the "off peak" hours of Arabel.
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The glass ceiling for awesome is too high. I only managed to hit it with one character over the many years I've played here. The fact is that the people who see DMs the most will get the most DM XP. I have heard stories of people getting 5000xp over 5 days from purely roleplay scenarios. I have never been able to come anywhere close. The fact of the matter the system is biased towards people who are in good timezones. This is an equalizer.
Perhaps set it such that it only comes on during the "off peak" hours of Arabel.This is completely true.
Its not that DMs might have favorites, just whether you play during a time they are on. As a example, I recall getting 150 or 250 RP XP twice with Shevarra in sessions where a DM saw some of us feeling someone out for Lyssan conversion and/or someone proving themselves by doing a assault against guards. It happened because my wife was out of town, so I was playing during the middle of the day on Saturday. That was apparently the only times of the many many many interactions and plot discussions that went on to convince near a dozen people to undergo lyssan conversions and eight people swearing their service and souls to her, and many IG-discussed plans among groups of 3-5 people of various playerfactions to do things that would have vast permament change. That's a LOT of RP, if you figure it might take dozens of conversations and/or demonstrations of power and/or made-up rituals for every single one of these people. But only two were ever witnessed, (I think one discussion/task assignment and one portion of one conversion) And none of the possible plots were ever progressable due to no DMs, although the latest one might have been possible as we had some different-TZ people in it.
This to simply illustrates what Thune mentions "The fact of the matter the system is biased towards people who are in good timezones. This is an equalizer." Few people get the opportunity to mention, as one person used to on IRC, "I made it from level 6 to 12 without repeating a single scripted quest, just on DM XP" and apparently from what they said, most of that being while they talk to themselves.
People just don't realize how exceedingly rare it is to see a DM on at certain times. -
Automatic XP just isn't going to happen. It's great that people managed to get some other characters to join a cult, and I'm sure the RP was great, though, personally, I give out RP XP for when people do things like this myself, which generally turns up on the forums somewhere via IC discussion, (or factions forums) as it spreads around. I've actually logged onto someones account once or twice who was out of my time zone who I'd heard of doing various things, and given them XP without them directly knowing because of it.
It is great people are creating groups and forming groups, and I would be happy to talk about how to perhaps move it to another level where that group builds some great story arcs which circumnavigate time zones.
That aside, again, automatic XP for standing around seems weird to me.
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Ravenloft has a system where speech with other people, as in RP, is rewarded with XP with a set cap each day. I don't know how to script this, but if it's possible on CoA, I could see it being a good idea. Promoting RP through material gains, viva capitalism.
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Just to (re)say…
people AFK around the forts, giving a nudge (by mouse or by bot) to either nudge/speak/whatever else was implemented to try and control "who is considered not idle" as time went on.
It's hard to come up with a way that a DM doesn't need to police periodically. I was told it's also taxing to keep track of, but that depends what data the mod already gets from characters.
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I supported a "Flag for RP" system whereby PCs could flag each other for good RP, and then DMs, when they examine the PC, would be able to see "This character has 5 flags for Good RP" could choose to assign 100xp per flag, etc. Also "This character has been flagged 15 times for Good RP" and would show like "Zool has awarded 1000 XP to this character"
Easier to script, and also allows DMs to keep track of themselves.
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the one thing i noted earlier that sticks out at the other servers that do this, is this.
they do not get a lot of XP, and it cuts off at a certain level(and it requires they not be idle, they have do be active), but what it does do, is to keep players on longer than they normally would. And when a server has more people on at any given time, it attracts more players in, IT works!
we do not need to break the bank, so to speak, but something like this will encourage people to stay on a extra 20 minutes or more after they have finished the quest train or talked to who they normally need to, attracting RP opportunities, and aiding the server in the long run
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There is one idea I've not seen posted. Not for "free" xp, but training xp.
Half of this idea is already in place in the form of combat dummies and
archery targets in the guildhall. Why not award a small amount of xp for each dummy destroyed
or each target hit? This would replicate the training experience any one would actually get say in a gym, using a heavy bag or speed bag. Or at an archery range.
It does not have to be a lot, but it would help fill the time between logging in and finding someone to quest or drive a plot with. I'm not a scripter or a builder, but I bet there is even a way to add a stat point for so many hours of time spent training this way, say 1 dex point for archery or 1 strength for combat dummies,
Maybe for each 500 hours real time, and only earnable if no one say within 3 levels in either direction is available for questing, i:e: not in a party already doing something. You could even make it cost gold, like a gym membership– say 5 or 10 gold each time you walk in the dummy room or 1 gold to pull the lever each time you pull the lever. Make the targets only hit table with ammo purchased from the archery range. So, yeah, youd need a new npc. I'm just brain storming here. I had mentioned the idea to someone else, and the subject of exploitation came up, hence the "join a gym" idea.This would certainly be RP able as training, and with the stipulation that nobody else be available for questing would prevent people from abusing it.
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Similar to that is exploring exp. You can gather a few people to get to hard to reach places and include more in the process. Training with dummies once at low levels (1-3 tops) makes sense that it would give some exp, a small amount, but after that, dummy training provides nothing but maintaining conditioning (Strength, speed, agility) to a warrior of any martial art. Also it will rarely involve others at all. You do not learn anything new without actually fighting, so I d counter propose a system like spar training, where two characters, can once per reset or few days, challenge each other to spar, winner getting exp from the other, or less harsh, just gaining a small amount of exp.
Should have some kind of limit though, perhaps you can get exp only once from another character, or just the first time you beat him/her. It sure can still be exploited and requires special scripting, but I just throw the idea out there.
I can see arenas, dodjos, unbeatable champions and lots of RP ideas coming out of it, which I m sure can happen as it is, with a little more reward and no need for a DM for reward to be given.
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Or you can go and fight monsters to learn from the experience…?
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@Dedagin:
There is one idea I've not seen posted. Not for "free" xp, but training xp.
Half of this idea is already in place in the form of combat dummies and
archery targets in the guildhall. Why not award a small amount of xp for each dummy destroyed
or each target hit? This would replicate the training experience any one would actually get say in a gym, using a heavy bag or speed bag. Or at an archery range.
It does not have to be a lot, but it would help fill the time between logging in and finding someone to quest or drive a plot with. I'm not a scripter or a builder, but I bet there is even a way to add a stat point for so many hours of time spent training this way, say 1 dex point for archery or 1 strength for combat dummies,
Maybe for each 500 hours real time, and only earnable if no one say within 3 levels in either direction is available for questing, i:e: not in a party already doing something. You could even make it cost gold, like a gym membership– say 5 or 10 gold each time you walk in the dummy room or 1 gold to pull the lever each time you pull the lever. Make the targets only hit table with ammo purchased from the archery range. So, yeah, youd need a new npc. I'm just brain storming here. I had mentioned the idea to someone else, and the subject of exploitation came up, hence the "join a gym" idea.This would certainly be RP able as training, and with the stipulation that nobody else be available for questing would prevent people from abusing it.
Sounds great. What would also be great is actual quests tailored for the various classes or skills. Such as rogues who actually earn xp for disarming traps, opening locks, or a mini quests that can only be completed by using a social skills (bluff, intimidate), or playing hide (must sneak up on an NPC using stealth skills) and seek (find hidden npc's using spot and listen). Even if these things are only 10 xp per success it would still be awesome, and make people stay logged in longer.
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Hmm… I know it's not exactly what your talking about here, but when there are things like locked doors you can only pass with a rogue with open lock on quests, people tend to get peeved.
I'm guessing you mean solo things here though?
Not sure I would have the inclination to make solo things really, well, not in the way described. Wizards spending time to gain a new interesting 'familiar' would be cool, though would likely involve more than just the wizard I'd expect though. I don't know, just not really a fan of all this unless it involves some kind of adventure, or problem solving or monster slaying.
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Hmm… I know it's not exactly what your talking about here, but when there are things like locked doors you can only pass with a rogue with open lock on quests, people tend to get peeved.
This is a shame as there seems very little incentive to play a pure class rogue, though lots of people seem to dabble with a level or two. I've started playing a pure class rogue (Zak), and I can say it is quite challenging but very rewarding.
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Pure rogues are awesome in multiple ways. What might be better, is if if you have a (pure?) rogue with you, you can take the 'better' path. By better, I don't necessarily mean easier though, it would have to either give more XP, or more loot, or both, for people to be bothered, if it was a path round the enemies, people wouldn't bother I don't think, as they would want the XP and GP they 'drop'