Just what the title says... One of the BEST solutions Ive seen on the forums thus far to address the constant RP "grind" that has been introduced the last module is to give XP earned transition over into RP.
If I recall correctly, most lvl 60 quests from campaigns over north of 4k EXP per quest?
Currently the RP system is really not ideal, as its VERY limiting and almost REQUIRES you to pay to level gear up. There are multiple threads about this shooting up ALL OVER and so lets condense it down here and do some voting!
What do you guys think? Should XP earned via questing/killing/etc have some form of "conversion" to RP?
kinda posted smth like this, high levels are 200k exp +, it just like getting one of these fake levels ingame, so it wont be too fast, though refinement drops should be reduced then
Or PWE might put a 1/20 ratio or something like that just to give the illusion that they implemented feedback while still not getting the point of this suggestion
They need to do something about the insane RP that is going to be needed but I'm not sure whether regular exp is the answer simply because if they did this then there is no question in my mind that people would start botting in regular maps in mob heavy areas , proper bots are already annoying enough spamming campaign instances for profession nodes and stuff but I imagine seeing hundreds of regular players who are stupid enough to download botting programmes so they can farm exp 24/7 until their artifact gear is capped would be even more infuriating , especially if they set up camp in areas people need to kill mobs in to complete quests , or are you meaning just exp from handing in quests ?.
They need to do something about the insane RP that is going to be needed but I'm not sure whether regular exp is the answer simply because if they did this then there is no question in my mind that people would start botting in regular maps in mob heavy areas , proper bots are already annoying enough spamming campaign instances for profession nodes and stuff but I imagine seeing hundreds of regular players who are stupid enough to download botting programmes so they can farm exp 24/7 until their artifact gear is capped would be even more infuriating , especially if they set up camp in areas people need to kill mobs in to complete quests , or are you meaning just exp from handing in quests ?.
at least then they would have to bot on your main acc to lvl artifacts, now ppl can just bot on some other acc and send over the refinement stones
If they allowed that, it'd be even less, then 4:1. I support this thread, but let's be serious - it's not gonna happen.
You've got that one right, when the company thinks it's going to sell you blood rubies @ 8 bucks a pop for 50,000 refinement points, this will never happen.
errm, has anyone actually ever been foolish enough to shell out the 8 bucks for a blood ruby when they could have sold the zen for AD and bought 20x that amount? lawl
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited October 2014
Some people buy blood rubies when there are promotions where they'll get other stuff (companions, titles, etc.) for buying blood rubies.
So how would this system work if you have multiple worn items? You know, main hand, off hand, belt, and artifacts? Would they all level up at the same time all getting the full total each of xp earned? Or would they split any xp earned, divided by the number of equiped items.
And why just limit this to artifact items? Why not enchantments and runes? It seems fairly arbitrary to change the system for some and not the rest. And if you change it all, wouldnt that just complicate the whole problem of multiple items and what to do with the xp?
So how would this system work if you have multiple worn items? You know, main hand, off hand, belt, and artifacts? Would they all level up at the same time all getting the full total each of xp earned? Or would they split any xp earned, divided by the number of equiped items.
And why just limit this to artifact items? Why not enchantments and runes? It seems fairly arbitrary to change the system for some and not the rest. And if you change it all, wouldnt that just complicate the whole problem of multiple items and what to do with the xp?
1. This system would be only used for artifact equipment.
2. There would be a check-box near main hand, off hand, neck and belt slots which would turn off an on refinement by XP. If you want your belt to be refined that way - enable it via check-box. If you want you neck item to be also refined - put another one on the neck slot, all gained XP as RP would be split equally between those two (or more if you selected more then 2 items).
3. Why not enchantments and runes - they can be traded and as a result exploited by bots.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
So how would this system work if you have multiple worn items? You know, main hand, off hand, belt, and artifacts? Would they all level up at the same time all getting the full total each of xp earned? Or would they split any xp earned, divided by the number of equiped items.
And why just limit this to artifact items? Why not enchantments and runes? It seems fairly arbitrary to change the system for some and not the rest. And if you change it all, wouldnt that just complicate the whole problem of multiple items and what to do with the xp?
Well the enchantments and runestones could be a separate issue if new players cannot simply progress that way. I don't think that needs to happen for now.
If it is indeed a 1:1 ratio, then the exp could be split automatically. They could implement a slider but we all know that's too hard for them to code. Heck this whole idea isn't really going to happen since they've been money grubbing more and more each mod.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
1. This system would be only used for artifact equipment.
2. There would be a check-box near main hand, off hand, neck and belt slots which would turn off an on refinement by XP. If you want your belt to be refined that way - enable it via check-box. If you want you neck item to be also refined - put another one on the neck slot, all gained XP as RP would be split equally between those two (or more if you selected more then 2 items).
That's how I'd envision it. Opt in, opt out. Work on one item exclusively or split it up.
Work on your own stuff by actually playing the character with the gear.
Also, they can remove XP gain from lvl 60+ mobs and increase XP gained from quests a bit. This system would justify all the daily grind they've created.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited October 2014
I feel that would hurt a bit when one is trying to do many heroic encounters, or kills lots of stuff for event drops, and very much when doing skirmishes and dungeons. The game should not consist of doing nothing but dailies, and levelling gear shouldn't be tied 100% to doing all the dailies in lieu of anything else.
Also, I think there'd need to be a tweak to XP gain from level 60 PvP. I can't see what it would hurt to gain a reasonable amount of XP even from a lost match, and I have no idea how it's awarded now. But it could address some of the concerns about PvP requiring good gear while not supporting making a lot of AD.
Well, I thought about bots and farming easy foundries to refine your stuff, but if you allow only equipped items to be refined through XP, it'll solve all problems with bots. And this would be actually the only unexploitable system in NW tbh.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited October 2014
I assume there's no way to refine artifact gear without binding it, same as artifacts. So I've been assuming only applicable to equipped items all along. But it also makes sense I guess from the perspective of not being able to level the artifact weapon sitting in your bag while you continue using your CN set or whatever.
So while in theory someone could use grind exploits for individual gain, I don't see anything in the proposed system that would be profitable for goldsellers, because it would be 100% applied to bound (equipped) items.
Comments
When you consider how much RP it takes for each level, many of the Epic levels are over 100k RP some are 200k for a level.
When a quest gives 4k, that would be 25 quests for 100k RP at 1:1
If a quest gives 4k @ 2:1 thats 50 Quests for 1 level.....
So think about that.
dont know if this is the best soultion, but someth must be done.
http://nw-forum.perfectworld.com/showthread.php?778111-Change-refining-process-Replace-add-Experience-to-Refining-process
But... I sadly suspect that the idea is that we do pay for it... buying blood rubies. It's only that most of us won't do that anyway.
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Or PWE might put a 1/20 ratio or something like that just to give the illusion that they implemented feedback while still not getting the point of this suggestion
its same exp to level your character from 1 to 60
at least then they would have to bot on your main acc to lvl artifacts, now ppl can just bot on some other acc and send over the refinement stones
You've got that one right, when the company thinks it's going to sell you blood rubies @ 8 bucks a pop for 50,000 refinement points, this will never happen.
errm, has anyone actually ever been foolish enough to shell out the 8 bucks for a blood ruby when they could have sold the zen for AD and bought 20x that amount? lawl
Censorship is the suppression of speech, public communication
or other information which may be considered objectionable.
A Tool used by those with power to stay in power.
I object to your objection
I have no idea how they sell otherwise.
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All posts pending disapproval by Cecilia
And why just limit this to artifact items? Why not enchantments and runes? It seems fairly arbitrary to change the system for some and not the rest. And if you change it all, wouldnt that just complicate the whole problem of multiple items and what to do with the xp?
1. This system would be only used for artifact equipment.
2. There would be a check-box near main hand, off hand, neck and belt slots which would turn off an on refinement by XP. If you want your belt to be refined that way - enable it via check-box. If you want you neck item to be also refined - put another one on the neck slot, all gained XP as RP would be split equally between those two (or more if you selected more then 2 items).
3. Why not enchantments and runes - they can be traded and as a result exploited by bots.
Make more creative cosmetic stuffs, mounts, companions (that aren't ioun stones), skins and monetize that way.
Well the enchantments and runestones could be a separate issue if new players cannot simply progress that way. I don't think that needs to happen for now.
If it is indeed a 1:1 ratio, then the exp could be split automatically. They could implement a slider but we all know that's too hard for them to code. Heck this whole idea isn't really going to happen since they've been money grubbing more and more each mod.
That's how I'd envision it. Opt in, opt out. Work on one item exclusively or split it up.
Work on your own stuff by actually playing the character with the gear.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Also, I think there'd need to be a tweak to XP gain from level 60 PvP. I can't see what it would hurt to gain a reasonable amount of XP even from a lost match, and I have no idea how it's awarded now. But it could address some of the concerns about PvP requiring good gear while not supporting making a lot of AD.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
So while in theory someone could use grind exploits for individual gain, I don't see anything in the proposed system that would be profitable for goldsellers, because it would be 100% applied to bound (equipped) items.
Neverwinter Census 2017
All posts pending disapproval by Cecilia