Automatic XP per Hour
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I've read a lot about Pathfinder Online and one of the ideas they they're going to implement is automatic XP. Basically every character that you pay training for earns 100 XP per RL hour. This is down to put both hardcore and casual gamers on the same foot. While you may have a big chunk of XP waiting for you when you log onto you have to go to trainers to spend it to acquire skills which have prerequisites.
With all the chatter about a server wipe and moving to V5, I was wondering if a similar idea would work on CoA. Would it work if you could only have one character earning XP at a time? How would this change peoples perspective towards questing?
I'm in favor of it as my play time is always so much less than others, which means I can barely break the level 5 barrier. That aside I'd be interested in hearing peoples thoughts on the pros and cons of a possible system. Also is there any wacky game mechanics that you'd like to be introduced/changed?
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I don't understand what you're suggesting…. That characters get xp based on how long they're online? (which would promote people logging on to idle and have a full but dead server of xp farmers?)
Or are you suggesting players get xp based on how long they've been offline? (basically rewarding players for not playing at all)
Both seem exploitable and counterproductive to the servers needs right now.
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The XP game is regardless of whether or not you're online. So 1 character would earn XP at the rate of 100 XP per RL hour, whether or not they playing or not. That is what Pathfinder Online is going to do. I'm not so much advocating it as trying to open a discussion about it. Obviously I think it has merit as does an upcoming developer of an MMORPG.
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perhaps you could suggest pros and cons? i think that the questing system in place would be rendered obsolete. and there is after all a large (and interesting thread) about high lvl characters and their influence on dm quests. lvl 13 is an effective lvl cap here anyway. i think many of the principles of this server, the things that make it unique, would either be done away with completely or would require a major overhaul. if this was a poll i would vote no for these reasons.
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Saw this system in action on another server. It was supposed to encourage rp, so that people could pursue plots and level without having to farm monsters for xp.
Don't think it will work on CoA as well though. Firstly, CoA is a low level server, so it can unbalance things over time. Secondly, there's no way to make money without at least some adventuring/exploration here, so everyone is questing anyway. -
arelith uses something similar, but it only runs while active in game, if you don't move in ten minutes time you don't earn the xp bonus.
it is also tied into their eat drink piety counter which runs no matter if your active or not
now this would benefit those who play in the timezones not many players are active right now
its also called a rp bonus for when you may only be sitting and planning something or drinking ale in the tavern. the set xp an hour is a terrible idea. the one in place for example on the character I have their is 17 xp every counter spin, so its about 102 only if the char is active while if you go afk the clicker would stop giving the bonus
and as for levels, you drop percentages of xp when you die, you can choose a ten life limit which gives a small xp bonus to the bonus at creation, and the server is set for level 30 and uses three connected servers with a surface a main city and an underdark one
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What would happen if you create an XP per hour while people are offline:
Everyone is level 10 pretty quickly. Low level quests need not be done. People could create a character, wait a month, and log in at level 10 for the first time. How do we balance loot, quests, etc in that situation?
It is GREAT to have a discussion on how to bring more balance between the casual player who logs in an hour or two a week, does one or two quests a week, and the guy who is online 20-30 hours and does a dozen quests a reset so they're all still able to interact and play on quests without the first being stuck at level 3-5 and the second stuck at level 10-12.
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from what i heard once or twice from players… is that some of them are giving role playing xp as in this exemple, their xp is count as if they were one level lower, than they actuayl are, and from what i learned, these are players who bring lots to the server, in dm plot, creating them and fueling them for others, and they drive the game in great ways, so others can also participate... that is what some player has told me, and i never heard any dm tell me otherwise or the contrary, but i think it is a good idea, if truly the players deserve it.
as for xp given by the hour, i would not think it s good idea, as the server is low level based, it would be too easy to level up.. heck it is already easy to level up from 1-6 failry fast and witout much scratch, and level 7 and up, is also easy, if you have a nice group wich you quest with oftenor on a regular basis... or perhaps every reset, dm could award a bonus of 100 xp to everyone who log in more than one hour, that way n oone who climb level too fast just by only logging in, and it would help those high level character, that cant find any one to quest with, as we are a few high level (8 and above) to somehow gain some xp once ina while, and it would help character like wizard or thief, when thy do not find people to quest with at low level....my two or three cents... anyway,point is, it is a low level server, awarding xp, should be taken and looked upon with great care,as it could well unballnace the whole server
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get exp each hour.. can be a good idea. but sadly not on Arabel… the server is to low level... it will be to fast for level up .
i play on server who give us exp automat.. but we can reach the 30 level... get 10 or 15 exp each 10 minutes when you are 15 level is not so much.. but when you are 3 level it to much...
but aneways on the server am talking about ... if you character dosent move for long time.. you dosent receve the exp each ## minutes.. that all .. it need to be scrypted... i supos..
from what i heard once or twice from players… is that some of them are giving role playing xp as in this exemple, their xp is count as if they were one level lower, than they actuayl are, and from what i learned, these are players who bring lots to the server, in dm plot, creating them and fueling them for others, and they drive the game in great ways, so others can also participate... that is what some player has told me, and i never heard any dm tell me otherwise or the contrary, but i think it is a good idea, if truly the players deserve it.
Captain Hadocsti.
Wow… first time i heard this... am realy not for this..tsss... I wish i know wish players get more exp for the monster they kill at the same level of the rest of peoples.. cause you can be shure i will not gone help them to level up... tsss. .. more if thos players are full of DMS magic item AND golds they receve in DMS even.... I MEAN.. they already have more exp and golds from DMS arond... they dont need to do more exp of the rest of the peoples on the server.
maybe it be creat becose most of the time we have 80 % chance of be kill in a DMS game and as there peoples who constently run to DMS even ,, they was tired to die and come back at the 3 level after each DMS game... so DM for balance .. they give them exp for monster as they are one level less... bha..
there player like this who act as a ways when DMS arond and act as a other ways when DMS not arond..:
thos peoples always involve in DMS plots.. always get advantage in golds and magic items...
When the DMS not arond.. thos players are happy to rp whit us show interet to our character... ,,,and ask us to go in scripted quest too cause they need peoples able to play (rp, fight, find stuff level up etc) whitout dms.When DMS arond.. thos players act sudently as they dosent know us... even we play with them for many week and save them ass many time.. helping them in many ways.. rp with them... When dms show them self... they sudently dosent know us anymore ...and they push you for be at the front for talking to the DMs npcs..etc...etc... They even not mention your character name to DM or anything..etc
So no i dont want see thos players get more exp ...for the monster or the quest they do...
Aneways, thos players constently said the exp is not important...So if it not important, i dont see why they will need aesy ways to get exp for get fun. -
I just think that rewarding people for not playing is counter productive to the objective that is (getting people to actually play on coa)
If the idea is to reward players who don't have much game time, thinking of things that they can do which are fun but don't take more time then what they've got would be best maybe?
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I just think that rewarding people for not playing is counter productive to the objective that is (getting people to actually play on coa)
If the idea is to reward players who don't have much game time, thinking of things that they can do which are fun but don't take more time then what they've got would be best maybe?
To quote a favorite character from a favorite series of novels.
"Full marks, that man!"
Master Harper Robinton.I'd love to see some stuff that doesnt take two hours to do.
Some times I dont have two hours in a sitting to devote to
CoA, though belive me, I wish I did. So much happening, too little time. -
This idea is already implemented on balanced servers. CoA is not balanced at all to start implementing this at the moment. Perhaps after the wipe (not holding breath) and reconstruction of the server it'd be somewhat needed to keep everyone hovering around the same level.
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Perhaps something where you get a certain amount of XP, but only if you log on and are non-idle (e.g. moving or speaking) for at least a hour in, say, a 3-day period. That eliminates people who create a char and do not play at all.
Although frankly, I think the net result could be attained simply by having the start/minimum level be 4.Getting rid of low-risk grind is a good thing. I'm not sure I support letting people get to lvl 7,8, and such simply by letting time pass telling stories in the inn. Although - one factor that was mentioned (in the OP I think) is that you have to PAY for the training/Xp. If people don't quest, they wont be able to pay for it - unless of course their quest-ept buddies pay for it. That brings up the question of whether the person who RPs a lot and builds up the auto-XP, and has their IC friends give em pay for the training is good or bad. I don't see a big difference between that and receiving items or consumables from them. Its how I've gotten virtually every "DM" item I've had since v3, from IC friends or minions.
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If you have to pay for the training then once again, the best players (who make gold fastest) get to pay for the perks without putting much effort and the not so good players have to try hard….. and you're back to square one....
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Perhaps the auto xp per hour wouldn't work on Arabel because its a low level server. Some people have mentioned the problem of high level characters. What about a lower level cap? I never played it but I heard there was a version of DnD called D6, which limited characters to a maximum level of 6. After that you would earn special abilities for each additional 'level' gained. Basically each time you leveled up you could choose 1 ability. It could be an actual feat like spell focus or an extra spell slot or something similar. Level 6 could be to low, though wizards with fireball spells would suddenly become way scary.
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as B Rock and I have both said, this is implemented on servers that have balance, and doesn't award anything to idle players or those logged off.
the only trouble is that we have had the same basic concept since the last wipe, siphons extreme low levels, and so many crafting changes by the time we all get used to one, we change it because it has unbalanced the server, meaning the crafted items are too powerful to keep the low level mandate.
we keep hearing that balance is easier with low levels. dms nerf monsters so the average characters have a chance. why don't we make a change and raise the levels back to at least 20, using our haks to use a custom xp table to keep growth over months instead of days, to give the server some new life and blood by bringing in players who don't mind having a 20 level limit but wont come to play with a basic avg 10 or lower.
for example, a level 4 character no matter what gear they may have should be scared to death of going against the nightmares of every childs bedtime tales, the drow.
verk mentioned a wipe would ruin the plot running now with the drow, because new characters don't belong in the underdark. hes right on one aspect, the new characters should not be in the underdark. however this gives the dms time to fully outfit the underdark and the open hand to not have to make drow mere shadows in a fight of what they really should be.the wipe is badly needed period end of story. we need closure and a fresh slate.
we also need a raise in level and magic to bring back the true spirit of the game.new xp tables are a simple hak on the server side to change. it has worked on other servers to control the powerbuilds, and the xp ticker bonus gives those non combat builds a chance to be the non combatant crafter who can still be respected if they ever have to actually fight, because though slower, they can still level.
lets wipe to bring back old and bring in fresh blood.
lets raise back to the base levels the game first came with as a minimum.
lets make magic be magical again
lets make arabel the place to be again and not a sideline trip
after ten years lets play the realms as they were meant too -
While I don't mind a higher level limit, something would need to be done to help those who can't play CoA all the time. Otherwise you'll just end up with level 5 players who can't party with level 15 players.
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the custom xp tables would do two things
a/ allow a greater level limit to be controlled to keep powerbuilds and everyday players at a slow controlled pace, it would take months before hitting 15 not days
and b/ allow the players to take the time to develop their characters more and then the dms can create more defined plots and stories for the playerbasethe xp ticker mentioned also has settings. those who try to grind and gain would be seen by the dms and their ticker would be set lower or no bonus at all because they choose to grind to gain, while those who truly rp and slowly grow in their limited time can earn a higher percentage for the bonus giving them a benefit the grinders don't have as long as they are active when they do play.
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My only problem with high levels is that I prefer shorter lived characters with richer lives rather than characters that have been around for months and months and months (or years…) that's my personal preference.
Though this is going off topic now I think.
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I do not mind low levels even if the top lvl came at 5-6 days which I hear is entirely possible as it is. It gives an even field mechanically much like many MMOs, and it provides it fast so people can focus on their plots. I know it all sounds shallow but the fact is since we dont know each other's levels, people tend to reach lvl 9 and on before activelly PvP to be somewhat "secure", or so its my impression. It then is up to the build and special items one has to gain an edge. Many times DMs have provided powerful items to players that are mechanically lacking but RP wise superior to balance out such situations, and our player base is small enough for that to be manageable.
Changing the level ranges would require some work, but I do not think it would make things vastly different balance wise. We can make exp tables that would get you to level 15 at the same time duration. Question is how long do we like characters to last? Some people like them eternal, others switch them every six months, or six days. It doesn't matter what DMs like to see, if we do not enjoy character changes as players we ll keep them around no matter how discouraged we get.
DMs and players here tend to think alike though in most situation these days, most of them having been players, and the players that remain did so because they enjoyed the server style. To conclude, level range and character duration are rather irrelevant. Would we welcome higher levels? Perhaps, I would not have a problem myself and it could be a refreshing change how "Arabel is now a dangerous frontier world and the adventurers here have grown better at what they do to keep up, only the best survivng in this land" for instance.
As for the matter we have derailed so much from, I do not like automatic XP, and XP given by players to players, I mean very few people would give this exp to someone they dont know because either by the time they see awesome RP that really deserves it, they ve already given their once a day exp to a friend that did some random RP, or they plainly dont want to award their IG enemy, or…the list can be a big one for why such is a bad idea (IMHO). Who would -not- give their once a day exp to someone? It is possible noone deserves such but they still hand it to someone so it does not get wasted.