Other > Closed suggestions

Gaining experience

(1/7) > >>

Samurai:
Everyone knows, that exping on crittes is so hard and boring (after gaining first levels), that players go for other ways for exp, like using bots for first aid or using many kinds of exploits. The idea of deacrising experience for killing is great, and realistic (cause you learn how to kill each critter and it becomes easy for you), but it's too nerfed now. After killing the most-giving-expierience critters it's become senseless to exp on easier ones, cause it obviously gives to small experience. This is the moment when players start combining and use things mentioned earlier.

I think the solution to this problem will be returning the initial experience that we gain for killing critters after some time. For example we killed 30 centaurs, so the experience for them is minimal. Then we don't kill this specific critter for some time (hours, day? It's need to be balanced of course), and after lapse of this time we again get initial standard exp. This is realistic for me, imagine - after those 10-20 kills you are expert of killing each critter, so you don't gain more expierience, but then you do something else and you simply don't practice anymore killing creatures. This means you forget how to best kill each animal. And you again get more exp. This will make exping sensible and interesting, and at the same time players won't use bots and exploits so often.

avv:
Cannot support this idea because grinding encounters is basically a powergaming method. This game shouldn't encourage to kill hundreds of wasteland creatures for experience.

Wichura:

--- Quote from: avv on March 27, 2010, 09:50:07 am ---Cannot support this idea because grinding encounters is basically a powergaming method. This game shouldn't encourage to kill hundreds of wasteland creatures for experience.

--- End quote ---
... or crafting thousands of bullets, or healing hundreds of HP, or wandering across worldmap and avoiding encounters.
C'mon, there is always some way for "powergaming" and person playing 2-3 hours per day will always be behind no-life grinder, that makes only a short break for pee. If we start to search in any possibilities for fast xp gaining and disable them, soon there will be nothing more to do than staying in NCR and chit-chatting.

+1 for Samurai's idea.

avv:

--- Quote from: Wichura on March 27, 2010, 10:11:14 am ---... or crafting thousands of bullets, or healing hundreds of HP, or wandering across worldmap and avoiding encounters.
C'mon, there is always some way for "powergaming" and person playing 2-3 hours per day will always be behind no-life grinder, that makes only a short break for pee. If we start to search in any possibilities for fast xp gaining and disable them, soon there will be nothing more to do than staying in NCR and chit-chatting.
--- End quote ---

Comparing the encounter grinding to some other as silly exping methods doesn't make it sound any more rational. But you got it right that players will always find the most effective ways to get what they want.

Sius:
Gaining experience is pretty much hardcore in FOnline since the day one. Imho GAME should be designed to be enjoyed and not to frustrate players. Now its all just luck based (not your char stat). You travel around world map with gathered items and boom ghoul scavengers. Before you even start to run you are dead and you can do absolutely nothing bout it. Game should be developed that way so you can play it and die only when you take that risk and gamble and not when you are not lucky enough and game rolls YX and you encounter badass bastards with guns...

I think that with current game mechanics FOnline will never be enjoyable game for solo players. There are just too many hard-core mechanics that frustrate people or even worse its designed with many timesinks. I can't help it but I think that http://fodev.net/forum/index.php?topic=2512.0 could help this.

Navigation

[0] Message Index

[#] Next page

Go to full version