Just wondering if we are going to get exploration XP when we uncover new parts of the map, with the section/city coming up onscreen and fading away as is per norm for MMOs. Also, if we log out in an INN, will we get rested XP, so if we are logged out for a long time, we get double XP for longer when we log back in!?
Post edited by dragonbane1977 on
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braxzanaMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 215Arc User
edited February 2013
While I'm in favor of exploration / lore-discovery xp --- to reward that aspect of the game --- I am against "rest xp" in any form. More and more MMOs now-a-days offer ways to speed up leveling to the point that you just breeze through the game at light speed and then find yourself with nothing to do and griping about "no content".
Granted there is the problem of "grinding" xp for-EVER ---- you don't want to frustrate your players ---- but by the same token, giving them what they THINK they want (super fast leveling) can also lead to undesirable results.
While I'm in favor of exploration / lore-discovery xp --- to reward that aspect of the game --- I am against "rest xp" in any form. More and more MMOs now-a-days offer ways to speed up leveling to the point that you just breeze through the game at light speed and then find yourself with nothing to do and griping about "no content".
Granted there is the problem of "grinding" xp for-EVER ---- you don't want to frustrate your players ---- but by the same token, giving them what they THINK they want (super fast leveling) can also lead to undesirable results.
I have to say what frustrates me the most is doing the same thing multiple times.
I would love to have an ability on my 2nd or 3rd character to be able to level at a faster XP rate. I've done it, I'm just trying to get another class to end-level quicker.
Perhaps enabling rested-XP on 2nd or 3rd+ characters is a better way to handle that.
I have to say what frustrates me the most is doing the same thing multiple times.
I would love to have an ability on my 2nd or 3rd character to be able to level at a faster XP rate. I've done it, I'm just trying to get another class to end-level quicker.
Perhaps enabling rested-XP on 2nd or 3rd+ characters is a better way to handle that.
The idea of the foundry is to provide replayability. As you level each character, new dungeons and stories will be available to venture through.
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braxzanaMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 215Arc User
edited February 2013
While I can appreciate not wanting to see the same -exact- content with later characters (I'm an alt-a-holic and have TONS of characters, if possible)... I'm not sure that racing to the "end game" with a new character is really that useful. Few games actually HAVE an end-game worth reaching --- it's the journey TO the end game that is the whole point of logging in.
I am hoping that the experience of a dark elf rogue will be different enough than the experience of a dwarven cleric that I'll enjoy "repeating" the content... and one would hope that there would be class (or even better, class AND race) specific missions. And if they manage to have branching missions, or sufficient variation within a class ---- not every rogue playing as every other rogue, for example --- then I could even see playing through with the same class still being viable.
Of course, as noted above, the Foundry opens up whole new doors. IF it turns out to be used properly (and not to create xp farms, eg) and the community comes together to make some great stories, then I COULD see the value in "racing to the end" so that you could experience those user-generated-content missions while at your peak levels...
There's also the argument that leveling a rogue to max level should not make it easier to level a cleric to max level. In Everquest (the fantasy game I played the longest and remember the most), for example, it was painfully obvious which player-characters were "second generation" because they had not "grown up" with their character at a normal pace but had raced to the end and did not really know how to play the new-to-them class.
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Just wondering if we are going to get exploration XP when we uncover new parts of the map, with the section/city coming up onscreen and fading away as is per norm for MMOs. Also, if we log out in an INN, will we get rested XP, so if we are logged out for a long time, we get double XP for longer when we log back in!?
There will be quests to explore areas and report back.
There will be lore when you find new areas.
There will NOT be rest XP or the way WoW marketed a "penalty" for not logging off.
As a matter of fact, while I can't detail it due to NDA, there will be reasons to make sure you log back in within 24 hours with your characters.
I very much dislike limitations and rewards by day. I would really prefer limitation or reward by week or month. The person who plays one hour a day 7 days a week never hits the limitation cap. But the person who only has 1 day a week that they can play for 7 hours gets screwed. Now I realize this is not the same thing but it has the same consequence. The person who can only play 1 day a week for 7 hours gets less than the person who plays 1 hour a day every day for the same time invested.
To me RIFT had it best when I played. I have no idea how they do it now, but you got could get the bonus for running 7 dungeons a week. You had a counter and every day that went by you got 1 bonus dungeon reward if you didn't do a dungeon that day it cached it and you could store up to 7. So if you only played 1 day a week and ran all 7 dungeons on that day you got the same bonus as someone who ran 1 dungeon a day every day.
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bluesteel8Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
castagyreMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 4Arc User
edited February 2013
I think my favorite bonus was in EQ2. Every max level character you had on an account gave you a small bonus to XP for any other characters on that account. The cap is at 10 characters leveled up iirc. So replaying the game to level up was a bit less tedious.
I like XP for other things, like exploration or discovery new items, but only if it's kept in reasonable proportion to the rest of the game. In GW2 you could easily get to about level 8 just exploring cities and never see a MOB after leaving the tutorial. That I thought was a bit excessive.
Remembering Hanlon's Razor can save one a lot on aspirines.
There will be quests to explore areas and report back.
There will be lore when you find new areas.
There will NOT be rest XP or the way WoW marketed a "penalty" for not logging off.
As a matter of fact, while I can't detail it due to NDA, there will be reasons to make sure you log back in within 24 hours with your characters.
*Log in a couple days in a row you see a the screen spinning next thing you know you cant help but spend all your money in the cash shop*(hypnotism is a funny thing(maybe it is what marketing uses on the devs))(Im just joking) I love there will be a log in bonus.
If I get iamtruthseeker's drift, and if it's similar to Cryptic's other games, it won't be so much a bonus as a reason to log in. Even though I'm not under an NDA (yet, fingers crossed), I won't say more because 1) there's a really good chance that I'm flat-out wrong, 2) it doesn't really fall under the topic of "rest XP" (which concept I personally hate with a burning passion, btw), and 3) I don't want to make things dodgy for people who are under the NDA.
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The gorilla formerly known as Kolikos
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lanessar13Member, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 8Arc User
edited February 2013
I prefer old-school MMOs where max level was half a decade playing 6 hours per day. Just sayin'.
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aavariusMember, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
I have to say what frustrates me the most is doing the same thing multiple times.
I would love to have an ability on my 2nd or 3rd character to be able to level at a faster XP rate. I've done it, I'm just trying to get another class to end-level quicker.
Perhaps enabling rested-XP on 2nd or 3rd+ characters is a better way to handle that.
To this end I'd be happy to see XP gifting. That is to say, for your characters at the level cap, any new XP they earn (maybe just a small portion just to be reasonable) builds up an XP balance you can distribute among your alts. Assuming that can be done in such a way that it's difficult to exploit, that would solve the alt-grind problem.
Comments
Granted there is the problem of "grinding" xp for-EVER ---- you don't want to frustrate your players ---- but by the same token, giving them what they THINK they want (super fast leveling) can also lead to undesirable results.
I have to say what frustrates me the most is doing the same thing multiple times.
I would love to have an ability on my 2nd or 3rd character to be able to level at a faster XP rate. I've done it, I'm just trying to get another class to end-level quicker.
Perhaps enabling rested-XP on 2nd or 3rd+ characters is a better way to handle that.
The idea of the foundry is to provide replayability. As you level each character, new dungeons and stories will be available to venture through.
I am hoping that the experience of a dark elf rogue will be different enough than the experience of a dwarven cleric that I'll enjoy "repeating" the content... and one would hope that there would be class (or even better, class AND race) specific missions. And if they manage to have branching missions, or sufficient variation within a class ---- not every rogue playing as every other rogue, for example --- then I could even see playing through with the same class still being viable.
Of course, as noted above, the Foundry opens up whole new doors. IF it turns out to be used properly (and not to create xp farms, eg) and the community comes together to make some great stories, then I COULD see the value in "racing to the end" so that you could experience those user-generated-content missions while at your peak levels...
There's also the argument that leveling a rogue to max level should not make it easier to level a cleric to max level. In Everquest (the fantasy game I played the longest and remember the most), for example, it was painfully obvious which player-characters were "second generation" because they had not "grown up" with their character at a normal pace but had raced to the end and did not really know how to play the new-to-them class.
There will be quests to explore areas and report back.
There will be lore when you find new areas.
There will NOT be rest XP or the way WoW marketed a "penalty" for not logging off.
As a matter of fact, while I can't detail it due to NDA, there will be reasons to make sure you log back in within 24 hours with your characters.
Forget Pay to Win, this is the real evil.
http://www.gdcvault.com/play/1016471/User-Generated-Content-In-MMOshttp://
I very much dislike limitations and rewards by day. I would really prefer limitation or reward by week or month. The person who plays one hour a day 7 days a week never hits the limitation cap. But the person who only has 1 day a week that they can play for 7 hours gets screwed. Now I realize this is not the same thing but it has the same consequence. The person who can only play 1 day a week for 7 hours gets less than the person who plays 1 hour a day every day for the same time invested.
To me RIFT had it best when I played. I have no idea how they do it now, but you got could get the bonus for running 7 dungeons a week. You had a counter and every day that went by you got 1 bonus dungeon reward if you didn't do a dungeon that day it cached it and you could store up to 7. So if you only played 1 day a week and ran all 7 dungeons on that day you got the same bonus as someone who ran 1 dungeon a day every day.
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I like XP for other things, like exploration or discovery new items, but only if it's kept in reasonable proportion to the rest of the game. In GW2 you could easily get to about level 8 just exploring cities and never see a MOB after leaving the tutorial. That I thought was a bit excessive.
Anyone still searching for guilds you can check out HCG Hardcore Christian Gamers.
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The gorilla formerly known as Kolikos
To this end I'd be happy to see XP gifting. That is to say, for your characters at the level cap, any new XP they earn (maybe just a small portion just to be reasonable) builds up an XP balance you can distribute among your alts. Assuming that can be done in such a way that it's difficult to exploit, that would solve the alt-grind problem.