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Post by AuBricker on Jul 2, 2018 2:39:54 GMT
Oh, yes, more than anything, I would love a bag of holding in return for excess xp which can hold bound items such as Hell Rods, Thid Pots, and the like. Give me that and I not only give you my eldest child, but worship at your feet forever.
Edited
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Post by chirality on Jul 2, 2018 4:12:42 GMT
just make it simpler to allow you go to to lvl 100 and grant +2 stats again like 60-80 and balance mobs out that way instead. rite the other fluff only comes up if 80-100 isn't on the table for discussion, or as a way to indicate those levels without classical power progression ////////// unless hg is basically going to stop (or did it hue ), 80-100 is only natural. imo might as well start looking at possibilities and exploring future structure before just saying "80 is it, period; everything after is gonna be some 'other' stuff". cuz once u go down the road of xp trades for appy customization, "hellshop" style crap, or other "xp sink" style approaches, that's pretty much saying 80 is final and no turning back. no one is gonna be happy to spend 250m on fluff only to have 4 yrs from now announcement of 80-100 (especially when limbo xp is a total joke). that said, it'd suit a grand big picture anti-creep scheme fine to have ppl grind out half billions of xp while still being 80max and then unveil "ultra PLs", but that'd be a brutal pill to swallow
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Post by kingcamaro on Jul 3, 2018 1:45:01 GMT
I would highly recommend against anything that increases stats or immunity's permanently, mainly because of balance and tweaking of mobs to counteract the benefits. For example if you are a fighter, and you get +2 str, then mobs will want 1 more AC, with a sorcerer and +2 cha, mobs will want +1 saves etc. Something like this would just make it simpler to allow you go to to lvl 100 and grant +2 stats again like 60-80 and balance mobs out that way instead. Atleast quote the whole thing, and not part of my last sentence. My point is in the first sentence of my last paragraph. Level 80 zones aren't even out and you want a level 100 cap. Then what happens when people reach level 100 and are still gaining XP beyond that? Back to the forums i guess with threads titled "Need use for xps over lvl 100". I think it better to come up with rewards that are more creative than just adding more levels. HG is a very unique server. Let's have some unique ideas. Funky has said in a previous post on this topic that ideas will be considered.
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Post by chirality on Jul 3, 2018 4:21:47 GMT
was supposed to be a funny intentional partial/out of context quote steal, obviously not very funny tho i don't get the problem tbh, isn't that exactly what happened with PLs? how long were those out before limbo arrived? maybe the idea/argument is "let's do it better next time around" but ehhhh to be fair....wasn't it done for a pretty relevant reason(s) last time? (to combat burnout, inject new energy, and give ppl something to strive for, which is basically same as what's asked of here--or if it wasn't done intentionally, oops, but prolly worked out better for the game's survival than sitting at L60 with no new areas for 6 more yrs) on the one hand i understand a concern with "well L81+ areas are far away so it's problematic to have ppl already banking xp on toons and then be overlevelled when appropriate areas finally arrive, hell they're already overlevelled for limbo"; after all that's exactly what happened with limbo. otoh there weren't "very" many ppl with toons that had enuff xp for 80 when PLs dropped, and those that did were players that played -a lot-, and back during golden years where runs were far ezier to come by (and fill), esp. hells which ofc is ez and sick xp in 10man mid-highdemi parties. most toons that were suddenly overlevelled into high PLs when PL update dropped were "classic build" toons without much need for reinc (bard, cleric, druid, wizard, shifter, turner) that did hundreds of runs as helpers when there was no need or desire to reinc and the player just HG'd a crapload in primetime slots. majority of toons, even of those same players' vaults (like their tanks, core sorcs, or sorc->pariah/sorc->pm endless cycle), were reinced over and over out of boredom, tweaked for new meta, or whatever. so consider that L80 max produced a (relatively) slim handful of toons with enough xp banked for 75-80 range (and quite a lot in the high60-low70 range, because the ever-climbing xp amt increases so hugely, but other than paragon spell pen, L65 or 68 or 70 toon wasn't near as op in L60 area as was L80 with +16 scaled abyss gear+full 2nd PL statpoint), and that was the result of years and years of hell cycles during a time of (relatively) way higher population; and even still, L80=10x L60s, with hell xp...? not crazy hard, even botters in dead population today can grind 80s in prolly less time than it took random bad timezone nub to hit 60 in golden age; i'd expect L100 to be 10+ L80s, which is a huge jump in order of magnitude, and it's one thing to do hells/abyss/ely/abo dozens of times to hit 80, before limbo existed; it's quite another to have burnt-out canofarmers do limbo over and over to hit 100, so i don't see much issue with ppl banking xp toward L100 in a stagnant bot-army-driven environment where the only effective xp farms are L60 runs that most PL-appropriate players only do nowdays when needed for tag cycle or loot farm. @ "what happens when ppl hit L100", ez answer is "cross that bridge when we come to it", but: honestly i'd expect the xp scales in question to be so extreme that it'd be really hard to take seriously as a legitimate concern, i mean ppl like OP, who have played plenty endgame for years since L80, prolly don't have enough to even hit 90 on their most-played (and least-reinced) mains, let alone approach 100 (and some supervets just endlessly reinc or just make new toons after increased prevalence of XR subs), and imo it's more of tossing them a bone to keep playing, rather than handing out a zomgop power boost (as for some responders in this thread, i say with sincerity: no offense intended, but they're obviously not the burned out ones needing some motivation, with either not being burned out and/or with regular group of mates to schedule and play with). most limborunners already burned out or moved on due RL/other freetime activities/games (well most ppl did period tbh, but that's another thread) and it'd be hard to imagine even the most dedicated boxer addict doing enough limbo to hit 100, and these are the ppl that even-longer-ago burned out on pre-limbo, which is where xp farm comes from; and considering the power boost of cano->xr, it'd be even harder to imagine them going back to grinding xp in L60 areas and abandon canofarm for the sake of hitting L100 "early" tldr i get the concern. it's problematic to introduce further power boost when mod's available areas already lag far behind player power; i really do find that a worrisome issue. but at the same time...not worrisome enough to roadblock some burnout's desire to keep playing. what's the big deal, if you have a guy that's (essentially) saying i love playing hg but running out of steam, gimme something new to tack on my characters, why not? and i can't speak for OP, but tbh the only even remotely interesting "xp sink/bank" idea that doesn't involve incremental power increase is custom appy, but that's not a true longterm solution, as i mentioned earlier in thread; 1) ppl gonna burn their xp and get awesome toons to stare at (and play more, getting more xp ), and then that's over; 2) if the price is set high enough to truly be a meaningful xp sink (200+m?), it's gonna be a reeeeeel downer *if and when* anything past 80 is ever introduced--leading back to the point of "if 80 is -IT-, fine, whatever, xpsink it up boyo! cuz all u got to look forward to is custom appys and QoL stuff; if not, let's discuss it". tbh the real problem isn't that hg areas/development lag behind power creep, it's that player free time + skill + boxing enables players to (relatively) quickly and easily meet any new challenge and exceed any new measure intended to combat power creep. there's really only one permanent solution to that (reset vault + no boxing), but let's not beat that horse again imho i'd be super happy with custom appy change for a non-astronomical fee (gold, xp, canos, any combination)+quest, and future goal of 81+ to bank that xp for...not big on the rest (grind xp for %imm power boost that i could achieve by grinding canos for XRs; xferrable bound items is a wet dream but imo lil contrary to tradition/principle; stat boost is essentially just PL-style level progression)
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Post by boho on Jul 12, 2018 0:54:17 GMT
I'm new to HG but have been gaming for decades -- here's what I've seen work for post-game progression in dikuMUD-type games with an eye to overall server/game health:
Mechanic: Items that give a boost or something unique, like a rare appearance, to new characters -- but does not let new characters entirely skip content. Why?: Serves an extremely robust role: keeps lower level ranges fresh by turning the soil so to speak; staves off long-term MUDflation by not letting the strongest grow incrementally stronger; redistributes wealth; gives long-term players a source of conspicuous consumption; enhances community ties; and more.
Mechanic: Vanity items such as pets, unique skins or mounts, auras, toys, titles, and other shiny stuff that shows off how pro you are! Why?: Visual source of advancement over the proletariat while not simultaneously putting them further and further behind. Tangible rewards. Can be priced very high without players balking as "it'd otherwise just go to waste anyway." Low dev cost. Pretty princess.
Mechanic: Endgame QoL improvements like consumables, recharges, etc. Why?: Makes life easier for those who only enjoy the endgame. Nothing special - these are practical, immediate rewards which can otherwise be easily obtained with a small time investment -- but reduces tedium for your really dedicated endgame players.
Mechanic: Slightly higher control over random items, such as rolling back botched randomizes. Why?: Power progression without real MUDflation since that 0.01% chance of an uber roll was technically always possible. Gives players higher agency over their random loot, but not so dramatically that the house suddenly stops winning. Pleases min/maxers everywhere while being an extremely effective resource (XP/Gold/whatever) sink.
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