So, in my opinion, it's way to easy to level in this game. I'd like to see the "adventure" experience removed from invoking your diety and from professions. I gained two levels the other day and I didn't leave Protector's Enclave.
So, in my opinion, it's way to easy to level in this game. I'd like to see the "adventure" experience removed from invoking your diety and from professions. I gained two levels the other day and I didn't leave Protector's Enclave.
Thanks
You do know you can craft things that do not give exp....
I agree that the leveling up is a bit too fast in this game. At least below 40. However I dont think they should not take away anything that gives additional experience. Instead I think there needs to be a bigger experience cap needed to level up.
As it is currently, Im going out of my way to try NOT to level up so fast as I play normally. Doing just 3 pvp matches levels me up, doing about 3-5 skirmishes levels me up. Doing 2 foundaries levels me up. And thats if I do the daily invocations. And I've not done many quests. I've done all the quests in blacklake district and Im level 32 on that character.
I think after level 10 or so, the experience cap to level up needs to be increased a moderate amount. Not the little things that grant you little experience taken away.
I will also agree that Leveling happens far too easily. The XP earned for Invoking could be removed, but I disagree with the Professions XP. The player is after all still taking the time to "play" while crafting. The adventure XP is OK, since the XP you earn for slaying monsters is rather low. However I would like to see monster XP be larger, and the adventure XP be smaller. I will also agree with destinyknight that the XP required to level should be increased.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited June 2013
So, there's a mod for Baldur's Gate II called the Ding0 Experience Fixer, which allowed the player to determine how much XP various activities generated, in an effort to make a difficulty balancing mod that didn't involve doing ridiculous things with monster spawns and the AI. That game was really generous with the XP, which could make later stages somewhat lacking in challenge for completists, and it would just balloon from there, because you'd be earning 10k XP per monster for things that pretty much died if you breathed on them.
Anyway, what SimDing0 put together simply allowed the player to decide on installing the mod what percentage of the game-awarded XP they'd like to receive from completing quests, killing monsters, using thief skills, and scribing mage scrolls. So you could say 50% of monster XP, 100% of quest XP, and only 25% or 10% or even 0% of the XP rewards for other activities.
The feasibility of doing something similar is dependent on the game code, but it would be really cool to implement XP sliders in the options, allowing players who are so inclined to decrease XP gain, even broken down by activity (quest, monsters, invocation, leadership), while not affecting anyone who doesn't want to use them. DIY balancing adjustments.
Comments
You do know you can craft things that do not give exp....
I do agree with you thought.
As it is currently, Im going out of my way to try NOT to level up so fast as I play normally. Doing just 3 pvp matches levels me up, doing about 3-5 skirmishes levels me up. Doing 2 foundaries levels me up. And thats if I do the daily invocations. And I've not done many quests. I've done all the quests in blacklake district and Im level 32 on that character.
I think after level 10 or so, the experience cap to level up needs to be increased a moderate amount. Not the little things that grant you little experience taken away.
Anyway, what SimDing0 put together simply allowed the player to decide on installing the mod what percentage of the game-awarded XP they'd like to receive from completing quests, killing monsters, using thief skills, and scribing mage scrolls. So you could say 50% of monster XP, 100% of quest XP, and only 25% or 10% or even 0% of the XP rewards for other activities.
The feasibility of doing something similar is dependent on the game code, but it would be really cool to implement XP sliders in the options, allowing players who are so inclined to decrease XP gain, even broken down by activity (quest, monsters, invocation, leadership), while not affecting anyone who doesn't want to use them. DIY balancing adjustments.
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