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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Samurai on March 27, 2010, 05:57:00 am

Title: Gaining experience
Post by: Samurai on March 27, 2010, 05:57:00 am
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.
Title: Re: Gaining experience
Post by: 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.
Title: Re: Gaining experience
Post by: Wichura on March 27, 2010, 10:11:14 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.
... 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.
Title: Re: Gaining experience
Post by: avv on March 27, 2010, 10:31:05 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.

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.
Title: Re: Gaining experience
Post by: Sius on March 27, 2010, 11:07:12 am
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.
Title: Re: Gaining experience
Post by: Quentin Lang on March 27, 2010, 11:09:39 am
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.
What if you kill centaurs, instead of xp gain restoring about time, how about it restores while killing other creeps. I mean, you kill 30 centaurs, get shit xp from them, to restore it, you gotta kill 100 other creeps (Dont mind the numbers, its just an example).
Title: Re: Gaining experience
Post by: Kharaam on March 27, 2010, 12:18:32 pm
Eve Online is not for solo players too, however many people play it...
+1 for the Samurai's idea, it should definintly take time...
Title: Re: Gaining experience
Post by: Samurai on March 27, 2010, 02:12:43 pm
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.

Let's talk about other way of getting experience - let's start with quests - there is no way to gain 21 lvl by doing it, and even when devs add a lot of them, it will be still impossible. They are good for start but that's all.

Crafting - it's also too nerfed and near to imposible to get 21 lvl by this, but besides this -  let's say that after looong long boring time you will get this 21 lvl by crafting. To achieve this you must tag some kind of guns (bir or small or energy), and you MUST tag science and repair, cause to craft most-giving-exp things you need high science and repair. It means, all other skills would be useless, such as First aid, Doctor Sneak and many others. Another thing is - what if I want to do some silly warrior, which can't repair, but he is great in fight? He won't get a chance to have 21 lvl?

This wipe was really great and lot of changes are just perfect, more and more people are coming to this server. But this exping problem is big minus, which scarry away not only old, but many new players from game.
Title: Re: Gaining experience
Post by: Badger on March 27, 2010, 02:16:50 pm
Well, the problem is that the main source of XP should be quests. Killing things and crafting items should be a small bonus, but by no means should they be the way your character levels up. That's why levelling up feels like a grind right now, because the main ways of getting it are just grinding one thing or anything.

So. QUESTS, PEOPLE. THEY ARE THE FUTURE. If you want levelling to stop being a chore, start insisting on quests. This also cancels out the powergaming element of grinding FA or whatever, because it'll be a lot less efficient than just doing quests and playing the damn game.
Title: Re: Gaining experience
Post by: Samurai on March 27, 2010, 02:20:04 pm
Badger, as I said earlier, even when devs will add lof of new quests, it will be still impossible to gain higher lvls.
Title: Re: Gaining experience
Post by: Badger on March 27, 2010, 02:23:22 pm
Badger, as I said earlier, even when devs will add lof of new quests, it will be still impossible to gain higher lvls.

Why? If there's a minimum level requirement, they can give out a decent amount of xp.
Title: Re: Gaining experience
Post by: Samurai on March 27, 2010, 02:28:22 pm
This amount of experience is just too small. And devs will have to add milions of them to have a chance to gain 21 lvl. Just make every possible quest now and tell how high your lvl will be ;> Maybe this will be possible after a year or smth, but not in near future.
Title: Re: Gaining experience
Post by: vedaras on March 27, 2010, 02:30:39 pm
normal players dont cheat no matter whatever exp they get by playing normally
Title: Re: Gaining experience
Post by: Samurai on March 27, 2010, 02:34:53 pm
Vedaras agree ;> But it doesn't change nothing, exping is still too hard ;]
Title: Re: Gaining experience
Post by: Kharaam on March 27, 2010, 02:35:02 pm
I'd say more quests, and add those with required level that give more exp
and I still support the idea of Samurai from the first post

+1 to Vedaras
Title: Re: Gaining experience
Post by: Sius on March 27, 2010, 02:50:30 pm
normal players dont cheat no matter whatever exp they get by playing normally

You changed normal for moral. Moral players don't cheat no matter what. Normal players take the easiest path = when its exploiting, they exploit, when its cheating they cheat. Server population? 9 out of 10 are normal players, rest are moral.
Title: Re: Gaining experience
Post by: Badger on March 27, 2010, 02:51:48 pm
You changed normal for moral. Moral players don't cheat no matter what. Normal players take the easiest path = when its exploiting, they exploit, when its cheating they cheat. Server population? 9 out of 10 are normal players, rest are moral.

This. People will take as much as they can get away with. It's not their fault, most people just want the fastest path to the top.

Not everyone enjoys operating out of Klamath, shovelling a few turds, delivering Whiskey Bob's messages and living in the Golden Gecko as much as I do.

Edit: I take that back. It's extraordinarily shitty when gangs come and have to gun down the pipe rifle wielding hippy with his gecko pelts and his shovel. Thanks Cajuns.
Title: Re: Gaining experience
Post by: avv on March 27, 2010, 03:35:00 pm
Let's talk about other way of getting experience - let's start with quests - there is no way to gain 21 lvl by doing it, and even when devs add a lot of them, it will be still impossible. They are good for start but that's all.

Impossible? It certainly isn't impossible. From your perspective it could be called time consuming or something like that. What if some quest gave 10k exp? There's no mention anywhere how much exp a quest should give.

Quote
Crafting - it's also too nerfed and near to imposible to get 21 lvl by this, but besides this -  let's say that after looong long boring time you will get this 21 lvl by crafting.

Crafting's main purpose is to produce items, not exp. Encounter's main purpose is to be threath or source of materials gained by hunting them. People should realize that nobody should be killing things just for the sake of killing. Encounters are either your enemy (you're raider, you want to kill rangers), source of material or temporary threath that you cannot avoid.

Experience should be gained from various things, from playing the game, exploring and adventuring, not grinding.
Title: Re: Gaining experience
Post by: Samurai on March 27, 2010, 03:56:42 pm
Impossible? It certainly isn't impossible. From your perspective it could be called time consuming or something like that. What if some quest gave 10k exp? There's no mention anywhere how much exp a quest should give.

But there are no quests for 10 k exp (and if they will this is still nothing), and I don't think devs will make this.

Experience should be gained from various things, from playing the game, exploring and adventuring, not grinding.

This is true of course, but to gain 21 lvl from different things, you need to tag -
a) some kind of guns - don't have to talk about this one
b) you said crafting is not for exp, so at your point let's say we tag first aid and outdoorsman - there is some exp from those - but exping on outdoorsman is good for first levels, later amounts of exp is too small. First aid - same. I don't even mention that from crafting then it will be more exp, but here appears another problem, which I wrote here:

Crafting - it's also too nerfed and near to imposible to get 21 lvl by this, but besides this -  let's say that after looong long boring time you will get this 21 lvl by crafting. To achieve this you must tag some kind of guns (bir or small or energy), and you MUST tag science and repair, cause to craft most-giving-exp things you need high science and repair. It means, all other skills would be useless, such as First aid, Doctor Sneak and many others. Another thing is - what if I want to do some silly warrior, which can't repair, but he is great in fight? He won't get a chance to have 21 lvl?

Title: Re: Gaining experience
Post by: manero on March 27, 2010, 04:48:37 pm
I like the idea. It would make game more interesting.
Title: Re: Gaining experience
Post by: Krej on March 27, 2010, 05:52:25 pm
I dont know why devs keep making the game a pain to play..
ditch the xp drop on critters..

it worked before cause you could FA xp etc. Try making your game more fun and less painful.. people quit because of BS like this.
Title: Re: Gaining experience
Post by: RJ on March 27, 2010, 08:35:32 pm
I expected that after wipe there will be system of replenishing ammout of XP that you gain for killing mobs. I support implementing this.
Title: Re: Gaining experience
Post by: RavenousRat on March 27, 2010, 08:39:19 pm
I expected that after wipe there will be system of replenishing ammout of XP that you gain for killing mobs. I support implementing this.
I thought this isn't an arcade or heck'n'slash game.
Title: Re: Gaining experience
Post by: Samurai on March 27, 2010, 08:40:42 pm
And I thought exping will not be pain in ass. Stupid argument, stupid answer.
Title: Re: Gaining experience
Post by: Saint.PL on March 28, 2010, 01:11:50 am
I too think that at some point it should be a posibility to gain more xp from creatures, especjally when there is so few quest to gain some experience from. Crafting at some point becomes unsufficient and also killing mobs. And since there is no exp from killing players ;) ;) .....
+1 Samuraj
Title: Re: Gaining experience
Post by: ISn2 on March 28, 2010, 10:09:46 am
Very good suggestion, PvE will be more intresting and xp profitable without one mob grind.
Title: Re: Gaining experience
Post by: Samurai on March 28, 2010, 08:21:08 pm
up
Title: Re: Gaining experience
Post by: Neuromancer on March 28, 2010, 08:39:08 pm
Actually this would be good. Killing a creature is so complicated action, which you can do in many various ways ( diffrent places, diffrent time of day, diffrent number of enemies etc. etc. ) so I think diminishing exp is bad idea.
Title: Re: Gaining experience
Post by: West on March 28, 2010, 09:00:13 pm
its good to have a rest after killing a number of creatures
and after rest you can kill them again with full exp
Title: Re: Gaining experience
Post by: Roachor on March 28, 2010, 09:50:26 pm
lol @ grinding critters being "powergaming". At what point does it stop being powergaming and become a boring endless grind?
Title: Re: Gaining experience
Post by: Kharaam on March 28, 2010, 10:06:57 pm
well it seems to me that Devs already gave us a solution for XP grinding porblem (i mean for the deteriorating XP) as you could noticed there are new kinds of creatures, which means that after one creature becomes worthless for you, then you grind on another type,am I right?