IDEAS FOR RYZOM


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#1 [en] 

If someone is level 249 in any skill the group still gets xp.
But once they hit 250 no one gets xp.

I propose removing that "your action is too easy" for the purposes of allowing masters to actually USE the skills they spent long hours/day/weeks working on to help friends.

If in a group the highest level, once they get a new level, the xp drops a bit per kill. I suggest continuing this drop once more for when they get master. Allow the group to still get xp, yet obviously the master gets none as they don't need it.

As is, the current system penalises people for mastering skills.
Not a great way to reward loyal players.

Last edited by Sarpedonia (6 years ago)

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#2 [en] 

I don’t recall one master causing everyone to lose xp, did you have multiple masters join your team?

#3 [en] 

Placio
I don’t recall one master causing everyone to lose xp, did you have multiple masters join your team?

If I have a master healer in a group and they heal yes, no one gets xp. Also if a master melee or ele is doing damage, healers don't get xp.

Edited 2 times | Last edited by Sarpedonia (6 years ago)

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#4 [en] 

Sarpedonia
Placio
I don’t recall one master causing everyone to lose xp, did you have multiple masters join your team?

If I have a master healer in a group and they heal yes, no one gets xp. Also if a master melee or ele is doing damage, healers don't get xp.

Doesn't apply on mobs with high xp multiplier level, so on ploderos your team will still gain xp

To this idea we can add 2 more ways to do it in my opinion,
one is to cap the master to the level of the target dynamically, so they can play together have fun and work it out.
(This system could also be used in Duel (for fairness) )

**EDIT: As suggested in your part II post**

Or second is to still give the xp to a master, and to finally do something with it:
a) you can share to the player that is doing an action with you
b) you can keep the little amount per mob and buy thing with it,
copying the death penalty system but with real content

We could see once again masters doing leveling and hunt.

Last edited by Revvy (6 years ago)

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#5 [en] 

Ah yes, I was thinking regular trash mobs as far as the xp not happening.

Last edited by Sarpedonia (6 years ago)

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#6 [en] 

I think telling 250 is blocking xp for whole group is wrong assertion.

Just the mob is inadequate to the maximum level ability (here 250) used during the killing and/or the hunting party is too large.

You can hunt great kinchers in duo with a master, I'm sure you will still earn xp.

Btw, if a healing master is ready to offer his time, better to organize for him to be able to do it off-team ? You'll avoid the feeling of getting nowhere fast.

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Beauté, curiosité, virtuosité !

#7 [en] 

Zendae
I think telling 250 is blocking xp for whole group is wrong assertion.

Just the mob is inadequate to the maximum level ability (here 250) used during the killing and/or the hunting party is too large.

You can hunt great kinchers in duo with a master, I'm sure you will still earn xp.

Btw, if a healing master is ready to offer his time, better to organize for him to be able to do it off-team ? You'll avoid the feeling of getting nowhere fast.

In case of healing it work fine, but what about if you want to power level a newbie with offensive?
You will deal enough damage to get the xp lock for yourself

Not to mention it isn't fun when your friends are all in team, and you need to get out of it (league? bleh) :)

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#8 [en] 

Revvy
In case of healing it work fine, but what about if you want to power level a newbie with offensive?

I think you've answered some of your question. Clearly the idea of power-leveling (also called dragging) is being blocked to a certain extent.

Helping a lowbie a lot is easy. Just use appropriate level mobs for the level of the person being helped and heal out of team.

Last edited by Bitttymacod (6 years ago)

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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>

#9 [en] 

Bitttymacod
Revvy
In case of healing it work fine, but what about if you want to power level a newbie with offensive?

I think you've answered some of your question. Clearly the idea of power-leveling (also called dragging) is being blocked to a certain extent.

Helping a lowbie a lot is easy. Just use appropriate level mobs for the level of the person being helped and heal out of team.

I don't understand the point of your comment..

So i will just answer: Bleh, too slow ;)
To help you really get a grasp of it, and i wish you a good day.

Last edited by Revvy (6 years ago)

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#10 [en] 

"Remember grasshopper, it's the journey, not the destination !" :)

Last edited by Fyrosfreddy (6 years ago)

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#11 [en] 

The point of my comment was: The system is working as designed and there are plenty of ways to help newbies level, just not as fast as you want it to be.

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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>

#12 [en] 

It makes sense that if a master trains you, you can train faster than training by yourself.

I'm in favour of reducing XP nerf, for powerleveling new players. Late-joiners are a fact of the MMORPG genre, and having new players feeling left behind in the server's overall game progression is not enjoyable. The game's journey is not an individual one, but a shared one.

Training new players is a form of endgame content, which is especially beneficial to growing the player base.

Also in favour of boosting XP per team member engaged in the battle, to encourage large teams over individualism.

Last edited by Kaetemi (6 years ago)

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Kaetemi

#13 [en] 

Kaetemi
It makes sense that if a master trains you, you can train faster than training by yourself.

I'm in favour of reducing XP nerf, for powerleveling new players. Late-joiners are a fact of the MMORPG genre, and having new players feeling left behind in the server's overall game progression is not enjoyable. The game's journey is not an individual one, but a shared one.

Training new players is a form of endgame content, which is especially beneficial to growing the player base.

Also in favour of boosting XP per team member engaged in the battle, to encourage large teams over individualism.

+1

Edit:1 to have more new players tho, the devs needs to add stuff first, and not take away what's already there, you know? like what they did just now with this patch.

it already takes months of fame grind (ranger rite) before the nerf hammer on NH, now it might take 2-3 months, who the hell has time for that, and how is that fun?

Neutral/Ranger only incentive on +50 to all fame, is free NH rides.. and now that's all *Poof* bye-bye, tulaloo.

atleast they still have the glorified NH ranger Map, to jump through q250 zones and PR zones. (*waits for the nerf*)

tldr; instead of thinking on what to take away next to make it more 'challenging' aka the time sink patch, how about add stuff missions/events/rp events/ooc events (not holiday ones but just out of the blue events) to make the game more fun... oopps my tldr is long too lel.

Last edited by Dullahan (6 years ago)

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SW.Dulla

#14 Multilingual 

Multilingual | [English] | Français
Not 100% related to this topic, but today you can power level a low level player, in team, by using ele enchant that are not higher than his level while fighting mobs of an appropriate level for him (so they can touch easily). Doing that on brain, with double ele enchant is very fast at low level, but it takes a lot cristals.

Not to mention they won't learn anything on the process... but hey, you can more easily set up a hunting group of appropriate level after lvl 150 and start training from there!

Oh my bad... cristals are too rare for that now ;)

#15 [en] 

I don't think that it is off topic, however i don't think that a lvl 250 skill assisting a lvl 60 (or similar) is exactly best arrangement. We do have 5 toons per account, plus alt accounts, so at that low of a level there are better options. I originally saw this thread as let level 200+ players train better with masters, but maybe I was wrong.

Maybe higher level/bonus mobs are needed to preserve the xp even when a master is on team? I remember on a shalah team we had a master nuke since the tanks were 240-ish and it had little change to the xp, but gave much faster kills.
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