loxpix
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hear the Thunder
Posts: 47
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Post by loxpix on Mar 30, 2007 3:59:06 GMT
Experience Banking system
Your are on your favorite server and you have been playing this toon for a month. You just realized that you have made several mistake in the characters build. This mode or the DM running does not allow you to relevel so you scrap yet another toon and start over.
But wait, thanks to LoxPix’s Reincarnation Engine, there’s no wasting hours play.
Imagine if you will, a Experience Banking System that allows you to delete a toon and store a percentage of the experience earned. Then you create the new toon and then go and claim all or a portion of the exp to start rebuilding. Think of it as if the your toon is reincarnated bringing with them a percentage of the died toon.
Something like:
Lv 1-10 15% of exp Lv 11-20 25% of exp Lv 21-30 35% of exp Lv 31-40 45% of exp Etc.
Now I am not proposing that this be a free service but a fee service. The toon would have to complete some quest (a different one for each level range) and sacrifice item(s) of rarity.
There could even be a quest requiring players to venture into areas were there may be a Super Ultra Rare item that will allow a toon, upon item activation to cash in, say 90% of there exp. This would be great for Immortal wanting to remake themselves. But the cost of using would have to be great.
This is a better system than allowing players to just relevel, especially it there is a flaw in the original creation. It also allow a player to play the game instead of setting in front of a spreadsheet for hours trying to design the perfect toon
Any thoughts
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Post by Balduvard on Mar 30, 2007 4:14:33 GMT
If this were to happen, I would imagine said quests would have to take an equivalent amount of time to complete as it would to completely re-level a new character from scratch. Additionally, I believe the overhead of designing such a system would far exceed the reward when much the same result can be achieved through the current method of rebuilding a character.
This topic (experience transfer) has been brought up in the past and a successful and viable argument (see Funky for definition) supporting it has yet to be seen.
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Post by thedomicron on Mar 30, 2007 4:32:35 GMT
yeah if this were to happen none of the vets would go into non-ll areas ever again. i'd kill for something like this personally
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Post by cathedralmaster on Mar 30, 2007 7:25:51 GMT
The work that goes into each new character and the reward of seeing that work pay off is part of what keeps a lot of people playing. With each character, you have another attempt at perfection (or whatever drives you). Each character leads you to keep coming back for more.
Make it easier and you cheapen that reward. Sure, we could perfect all of ours characters in a day. What would be the result? It would be the same as playing an FPS on God mode - it would be fun for less than a week, we'd all quickly get bored with it and leave.
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Post by cathedralmaster on Mar 30, 2007 7:53:11 GMT
i'd kill for something like this personally Oh come on, you know you'd just blow it all on a Treant ranger shifter AA.
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Post by thedomicron on Mar 30, 2007 14:28:24 GMT
hey the tr-ranger-shifter is the ultimate in camouflaged both tall and short height based archery
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loxpix
Initiate
hear the Thunder
Posts: 47
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Post by loxpix on Mar 30, 2007 23:30:51 GMT
The quests would be harder for the Higher levels but the lower levels should be pretty easy. Maybe an amount of gold and a rare item. The point is..I have made it to 15lv before I realized the toon is really flawed and I understand the for some of you that 4 or 5 hrs playing but thats time that I can not afford to loose sense I work a 70hr week and barely have time to play. Mostly it would be useful for lower level to work out bugs but if you made a flaw and made it to Immortal I would hate throw all that time away. And if you think about it, it plays in to the whole idea of what becoming and immortal is..attaining perfection.
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Post by Balduvard on Mar 31, 2007 0:27:59 GMT
Personally, I--actually no, I haven't attained perfection with any of my builds (doubt I ever will). When I get my hands on Erinyes I'll be leveling up my 3rd rendition of my flurry of arrows (my 5th AA), after getting the 2 previous versions to L60. My vault is overflowing with mistakes and generally obsolete builds that I keep for the purpose of looking back at for future builds. Each of those characters took considerable time to level--but what are computer games if not wastes of time anyway? Arguably it may feel like extraneous time wasted to tread through the same process over and over, but each time you do you should be learning something new. Therefore I consider that time invested, rather than wasted.
Though you already know my opinion on this idea, it would be helpful to examine (using the forum search) the previous attempts at suggesting such a system. They may give you some insight into the experience transfer topic on this server.
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Post by Delfestra Ruinvorn on Apr 2, 2007 16:20:48 GMT
Also, for build testing, I may point out that people nowadays have the benefit of testing in the Hall of Training. And the existence of that is listed in the docks boards. Now, I know new-to-server people may want to skip the reading and get straight to the playing...but well, its printed. Thats all one can really do.
And there's a LOT of awesome stuff outside of LL areas - the only thing that keeps it unexplored is impatience. I mean, I went for the first time to the Minotaur Maze some time back and had a wonderful time exploring it, even at 60. Until the corruption bit me again, of course.
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Post by dapperdave on Apr 2, 2007 20:15:30 GMT
Reincarnation? !!!! Over my dead body ;D
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Post by Lythe Featherblade on Apr 4, 2007 3:00:02 GMT
The one server where I recall an xp bank from had a not too bad system..
Basically you could put xp into the bank once you hit a certain level. Right off the bat you got docked (think it was 50% of xp sacrificed went into bank, HG might want to consider a bigger penalty, considering how easy xp is at higher levels).
Then, when you drew from the bank, you could only do so a level at a time. As you got higher, an increasing penalty got applied for withdrawing xp.
The design for this system was based on a PvP server, and gave people with the max level something to gain beyond kill ratings. The various penalties were so that it was easy enough to get a quick start, but very, very costly to get anywhere close to max level.
A thought might be that you could only do 2 things here; delete a character, or bank 'excess' xp at 60. This would limit it as a reward for the truly dedicated, while still allowing people starting out to benefit from their starting mistakes and not completely waste their leveling time (beyond the learning of areas and such). Side benefits would be for example, if you only needed a small amount of xp to level, and a run was forming, you could withdraw that from the bank, gain your level, gear up/spell up/altar of legends etc and still be able to catch the run from the start.
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