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Post by FormerAdmin on Oct 5, 2004 0:49:51 GMT
Exactly what kind of Experience System would you like to see in Higher Ground? I was thinking about a place unlike PoA, where it is absolute necessity that you team with other people to survive. Instead, I was thinking of a system that kicks out fairly even XP levels for both Solo players and Groups (of course there will be a small increase for grouping, but nothing as substantial as PoA). Solo players will have the ability to get "XP Chunks" from doing random quests throughout the world (thats right, there is going to be LOTS of quests). Partying will increase XP output slightly, and teams will also have quests available. That was my general idea, as I want a very unbiased world. What do you all think should be done?
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Post by Guido on Oct 5, 2004 2:18:25 GMT
i actually like the system thats in place now, not that a little tweaking would hurt it. the whole reason that i playonline vs downloading a module is to get the group experience. i'd like to see something similar to the current system but i'm just 1 vote
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Post by PapaSmurf on Oct 5, 2004 2:56:10 GMT
I agree with guido on that. I like playing online to get the group experince. I dont think you should get the XP bonus for summons though like you do in PoA. But there should definantly be an XP bonus to parties to encourage group play. Hmm, I just got an idea. I like to roleplay when i play RPG's at least to some extent. And one thing that always kind of bugged me was seeing parties with people who would never work together in a P&P game. Like Paladins and blackgaurds in the same party So what if you gave out a party XP bonus only if the members of the party where of matching alighnment. And maybe you give a bigger bonus the closer the match, for example an all evil party would get maybe a 5% bonus, a evil party with a few netrual players would only get a 2% ect. You could even get reall picky and give a party of all lawful good players like a 10% bonus. Just my 2 cents. ;D
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Post by FormerAdmin on Oct 5, 2004 3:19:39 GMT
Well guys, the thing is, I don't want to make a biased party based MOD, like PoA is.
It makes it so that you can't even play solo, if you wanted to, and expect to gain any substantial experience. That is very wrong.
Sure, you play online to play in a party. But, alot of the times as you said, people just party together for the hell of it (simply to get more XP, which is sad). So, I was hoping to break this vex by balancing out the experience as to where a solo adventurer does not have to feel like they are forced to join a group to level. As is, there is going to be numerous quests for each player to complete Solo. You have to remember this is not going to be PoA.
Higher Ground is not going to be a power leveling server. I suspect, that given continuous play on the mod, a player will be able to expect to reach level 40 in about a month. It is far to easy to just hop in a group, and power level, so to speak on PoA.
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Post by PapaSmurf on Oct 5, 2004 3:26:10 GMT
GOOD!!!!! I'm glad its not going to be like PoA. It sounds like its going back to a more traditional D&D style which I like. I would like to see a mod that is more about the character you build than the items you have. But Before I get off topic, I agree that it shouldnt be like PoA where its hard to lvl solo. But I also dont like how in the original system you loose XP for having more people in your party. I still think there should be a small bonus to the XP you get if you are in a party, and I think it would be cool to go the alingment route to encourage more roleplaying.
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Post by FormerAdmin on Oct 5, 2004 3:36:40 GMT
But I also dont like how in the original system you loose XP for having more people in your party. I still think there should be a small bonus to the XP you get if you are in a party... That was my thoughts, exactly. I was thinking the same thing: where partying still increases the XP output, but only slightly. I don't want to make Solo players feel like it's too slow to XP without a party by your side. And yes, our plan is to make one hell of a world, taking a few pages out of the history of D&D as guidelines. It will be good to dig our roots back into characters, instead of items, as you also said.
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Post by Emmaus on Oct 5, 2004 3:46:33 GMT
Ya I always thought that PoA gave out too much xp as well. I think taking the xp script down a notch is the right thing to do, so that party vs. solo xp is comparable. You gotta figure that the spawn size will scale itself depending on total party level, so the system will balance itself without assistance from an xp script. In other words, if you get the same xp (not more) for killing a mob solo as you do with a party, you'll still get more xp with a party because more creatures will spawn anyway.
Pops, I think that that (alignment adjusted xp rewards) is an OUTSTANDING idea. I just stole it. Thx ;D ;D
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Post by FormerAdmin on Oct 5, 2004 3:50:22 GMT
Aye, it is a very good idea indeed. As a matter of a fact, we will be looking into it once production starts. Fantastic suggestion. And Slayer: I had a crazy idea today. Since our projects will probably be released in the same general time period, it would be very interesting to see if we can link to two together via Portal, as many other servers have done. I know this would require alot of settings being the same on both servers, but it was just a general thought.
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Post by Emmaus on Oct 5, 2004 4:00:16 GMT
The only setting that I think would be different between the 2 is that I'm turning on the Hardcore setting (watch those crits! OUCH!!).
Mwahaha. Do you remember my plan for what happens at lvl 40 (full PvP Outer Planes?). How about both servers end up there. i.e. the culmination of the 2 modules, while set in different worlds, leads the players to the same module for lvl 40s?
Oh the humanity!!! omg, I think I just had an aneurism thinking about all the possibilities for that!! Hang on while I go change my undies.
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Post by FormerAdmin on Oct 5, 2004 4:06:00 GMT
LOL Holy Crap.
In the words of those annoying Guiness comercials:
If we could end up working something like that out...wow, heh.
I do think it can be done though. Lets keep thinking about this.
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Post by Emmaus on Oct 5, 2004 4:19:17 GMT
All we need to coordinate is the finished product of a player as he exits Awaken and Higher Ground. So long as items don't overlap (which would be QUITE improbable) and your players aren't more powerful than my players (or vice versa), they should both enjoy ripping each other's heads off in The Outlands, The Abyss, Celestis, etc.
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Post by FormerAdmin on Oct 5, 2004 4:21:28 GMT
;D Oh, it's on now buddy. Definitely glad this idea popped into my head. Going to be awesome working towards a cumulative final output.
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Post by Emmaus on Oct 5, 2004 4:23:24 GMT
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Post by Emmaus on Oct 5, 2004 4:24:43 GMT
I better get to work then. You've got like 5 builders. Let's race!!
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Post by Emmaus on Oct 5, 2004 4:26:50 GMT
I gotta get more posts than you again too!! Time to start spamming!
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