This option would help lots of people and PvP could have several remedies such as adding in all the "lost" EXP before PvP and subtracting it as you leave. My point is that it is feasible and ought to be implemented.
I think all the comments and replies encapsulate the limitations that you are forced to abide to due to how the queues work. I would like to make clear how leveling up can become burdensome and tiresome. It's a horrible thing to have in a game, having to micromanage where everything is a tradeoff and you can't get the full…
Aw, come on, people. If you think it's not fun and it's not entertaining, don't do it. Is it really that hard? Do stuff you want to in life. It's not worth torturing yourself, guys. PS: Sorry I can't lecture you any more. I'm installing a urinal next to my desk during the 5 minutes before the next portal. Don't wanna miss…
Don't you see? My Guardian Fighter (only character) is also trying to avoid doing any "extra" stuff and just going bare-bones to try and make the instances. Is that how the game should be? Getting players stuck in a situation where they have to try their hardest to press down their EXP gain just to make it to the end of a…
Well then, there's a perplexing problem. I mean, I really don't like leveling too fast and doing the dungeon without even knowing who I'm fighting. I guess I'm a bit of the classic RPG type. The problem is that there's no freedom for doing social stuff and things that do not advance the single-player content if you want to…
I don't know. Is the discrepancy in gear that big of a deal? If I understand you, you say that players could hone their gear to be the best possible for their level. But, in PvP, a lot more is dependent on tactics, teamwork, skill, reaction, etc. So would it be that big of a deal? Sure, they would totally beat somebody…
Oh. So it's just telling you that you now have the ability to upgrade skills to Level 3. Well. Guess I'll have to salvage my messed-up class build now. Thanks a lot, man! :)
Wow, that is an excellent idea. That would make people press "Need" if they require the item and plan to use it. (Else, they wouldn't be able to sell it for AD.) Otherwise, if people wanted the item for profit, then they'd really have something to gain by pressing "Greed" as it wouldn't be bound to them. Hence, there…