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What do u think about implementing a group experience bonus ?
Yeah, let's do that !
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#1 Mehrsprachig 

Hey Folks, i was thinking while waiting for the weather to change about game mechanics etc. I reactivated now 2 months ago, after a long break (i quit pre-merge, been there since 2004 with several pauses) and i must say that the server despite merge is pretty quiet (means, our population has severely decreased) and even for basic things like exp (magic/melee), there is not so much group possibilites anymore (well, at least during my play time - GMT+9).

So, i was thinking how it was in the past, but also compaired with other mmorpgs i used to play like Daoc, Lotro, etc. All these games have something in common that is somehow lacking here : group exp bonus. Honestly, except the fact that it's easier with at least a duo setup because no downtime (regeneration), i don't see any "extra" which would motivate one to organize an exp group for bashing mobs. I joined high level exp groups (240+) bashing ploderos for hours to make 1-1,5 lvls ? (For my part, i prefer going by the jugus in GoC ^^)

I think that a 10% exp bonus/per player in a group should be implemented, in order to boost a bit the leveling. Let's be honest, most of us have already their main lines maxed (ele, heal, 2h, ...) but the new generation still struggle months long to max theirs, and even it's fun to learn the way the game works, and to discover new areas and mobs, it's [censored] too long...

This would also provide more teamplay, which is also very important later, for being able to group by bigger things like op fights, boss runs, etc, and is in my opinion a good way to socialize and make the community more friendly.

Just my 2 cents. ;-)

Zuletzt geändert von Mojca (vor 8 Jahren)

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#2 [fr] 

subbed account already have double-xp by default. Don't think there is a need for more.

#3 Mehrsprachig 

Well, i think we all aware of that, aren't we ? ;-)

I still think lvling is much too long for most of those who are not here since years, so much lines to lvl up to... 250, don't know...

And not all of them have suscribtions, i know many people around i speak with everyday which are playing f2p (and yes i know there are krissis and how to get them etc).

The double-xp is for me not a good reason, sorry. Even with it, the exp is still too slow. Anyway, the idea wasn't only about exp, but about GROUP, which involves much more as only experience points.

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#4 [en] 

There are a few ways to look at it.

1. Your super herbie team probably had too many members or the non-level 240+ players were much lower levels, or people had the wrong type of weapons for Plods, etc...

2. The difficulty bonus of super herbs could be increased, giving a higher xp regardless of the number of members or max skill level.

3. The effect of adding a team member could be reduced- currently each added player is worth about 8 levels to the team xp equation.

Better team management is the obvious solution under current mechanics- I have seen a level 245 person recruit a team of lvl 180-200 people before, to get as slow levels as you describe XD

The other two options, meh. a team of 3 can already get max xp from a superherbie even if there is a level 250 member- although I think Bolobis are the only ones that can be killed quickly by 3 players... And I'm not sure what long lasting effects changing the xp equation would have at lower levels...

I personally hate Juglas- one will die with 2-3 hits but the next will parry 10 swings in a row and place 3 Dots on me :(

#5 [en] 

Except for working on my healing skill, I generally play solo. I have been doing that since 2013, and I am happy with that.

Your proposal could cause others, but not me, to join teams more frequently. Now, I do not care if people form teams and leagues (spelling?), and the benefit of working in a team is INHERENT with respect to experience.

Thus, I do not think we need any sort of "group bonus", since there is a bonus for working in a team in the first place.

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#6 [fr] 

The whole game is slanted toward team play.

In a team you can get rezzed and healed.

Solo you have to take DP many times. You have to sit and wait to heal.

So teams are already getting an unfair advantage.

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The Clan


#7 [en] 

According to the BM xp calculator, Super Herbies currently give xp bonus of 6, maybe a factor 7 or 8 would reduce nerfing on Plods or Shalahs (still capped at 3000 before xp cats, ofc)? This does seem to be only an issue related to the difficulty of Super Herbies vs the xp they give, and not all teams in general.

#8 [en] 

I would add a bonus that increases with the amount of masters you have in that branch. Are you getting your first melee master? No free pudding. Getting the 4th one? Oh, maybe you know the damn mobs inside-out, which gives you an advantage (RP-wise), which could translate into a slightly better xp.

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#9 [fr] 

i agreed with mjoliren for this one !

#10 Mehrsprachig 

Well, the "plodies" thing was only an example guys ^^
I meant this bonus to be sort of general thing, helping to boost a bit the lines as not everybody anymore has months/weeks (depending on time and abilities from each person) to bring up all the "necessary" skills to enjoy highend areas of the game. Fact is that sooner or later, other games rectified their aims (especially when population decreases) in order to easy the things a bit and motivate players to group and have fun together (= people don't give up because too difficult/too long, they enjoyed their fun together and new friendships and LOG IN). This said, the idea of 1 melee line 250, the other next to lvl becoming free bonus, sounds interesting in deed.

I'm glad to have some reactions here, even if most are against group bonus, always interesting to share different point of views. Would be nice to have new players opinions as well, as they're the first concerned i guess.

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#11 [en] 

Consider the proposal from one angle..
Put aside your ideas of saying no for the sake of it for a moment.
Ask yourself if you said no for the sake of it, or
For the sake of keeping your own ideas in the game.

Now, lets consider the positives.

True enough exp can be gotten with the current system, true enough teams already get bonuses (technically) but is it really a bonus?

How many people are teaming with their alts or res'ing with their alts because it 's convenient? Have you logged on around 11pm est to 2am est and not seen anyone online?

The game essentially mandates team play or alt play.
In a game with a declining population, a corrective measure to boost morale would actually not hurt anyone.

Who will it hurt? You... IF you worked so hard on your master and have to watch someone go faster? No not really..you already have your master.

Many games have extra-exp weekend and other such events.
Team bonus exp weekend could be totally fun, more people are online anyway.

But I'm not against anything that helps the player.
I haven't been online as much, it would be great to go a bit faster if it's just me and one or two other people.

I pay the same even if I can't play as much.

In any case, saying no to this does not benefit me, saying yes benefits many people - so I vote , sure why not?

Zuletzt geändert von Loved (vor 8 Jahren)

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#12 Mehrsprachig 

Thanks Loved =) u perfectly illustrated which i couldn't translate correctly enough with my poor english. ^^ I completely forgot about this weekend exp thing and so, that's true i already saw it too in other games, and also some "welcome back" exp (not a lot, generally 1-1,5 lvl boosted exp in lotro for example) when u didn't log for a while. There are surely many ways to make the life of homins a bit more easy regarding exp, without unbalancing the game. I don't see any reason by such a low pop to continue the hard way, and would like again to emphasize the TEAM (remember what it is ? ^^) aspect, motivation to group with other players to bash mobs. How many times we were in duo/trio and there was somebody asking in regio, but we barely got enough exp to invite somebody else. Something is wrong here : trio max, but if more we have to go to MUCH harder mobs which would make the leveling much longer ? na. I think denying this cannot be considered as honest. There is in deed a problem with grouping in here, and it's exp related, more than anything else.

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#13 [en] 

Hello
I am a new player and I don't understand why there is so much demand on XP bonus.
I play for fun not for XP.
Everything is made in Ryzom for team. I love to play in team. That's the way i wanna play. But I don't want to master all the skills too quickly. Perhaps one day i will master something but that's not my goal. So I don't want for me XP bonus for team.
And most of all, I don't wanna team with players who only team for XP bonus. I wanna team with players who team for helping, learning, rescue and so on.
I don't think it's a good thing to try to attract players who are here to master all the skills as quickly as possible and then good bye go to play another game.

That's why I say No

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Kyriann Ba'Zephy Rie
Ancienne Cheffe de la guilde Bai Nhori Drakani
Taliar
Mère de famille

#14 [en] 

Loved
How many people are teaming with their alts or res'ing with their alts because it 's convenient? Have you logged on around 11pm est to 2am est and not seen anyone online?

That's the time I usually log in and I see people, and even join teams. It's not as populated as 20h GMT, but there are people there and we even do boss hunts. Most of the time I just kill a few things or dig a bit, but that's because I'm not particularly social.

As for XP bonuses and emphasizing XP gain, Kyriann said some important things.

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Remembering Tyneetryk
Phaedreas Tears - 15 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#15 [en] 

Kyriann
I don't think it's a good thing to try to attract players who are here to master all the skills as quickly as possible and then good bye go to play another game.

Having played for a few years now, I would add this observation:

Everyone plays for their own personal reasons. Some will like to explore, some to tinker with craft recipes, and some will simply like to level. None of the activities is *wrong* per se. In any game.

If you put obstacles in the way of grinding skills, you don't get people who suddenly stop grinding skills. You simply make them quit earlier - after 2 masters instead of 6. I have already seen several people quitting with this message in one form or another, "Bored of grinding".

So .. making leveling difficult doesn't achieve anything in the way you proposed. It simply makes people quit *and* never recommend the game to anyone they know. Specifically because you made the level system too damn difficult.

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