An option for mucho XP characters?

Submit and discuss your ideas for the MUD.

Would you like to gain 1 hitpoint per 100% over lvl 50 you achieve?

Yes
4
17%
Yes, but only at (this % posted below)
0
No votes
No, xp buffer is good enough
11
48%
No, but you could trade xp over 100% into a trade/feat later on..
8
35%
 
Total votes: 23
Thilindel
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An option for mucho XP characters?

Postby Thilindel » Wed Nov 29, 2006 3:49 am

Figured with the end of the year coming up, I had to toss another poll on the bbs so there's something to look at..The way I see it is a Grand Druid, such as Lilithelle, should have more hps than a druid who has just achieved level 50. Sure, eq should matter, but also so should base stats. Anyhoo, I'm curious is all
Arilin Nydelahar
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Postby Arilin Nydelahar » Wed Nov 29, 2006 4:03 am

Disagree. If/when 2.0 goes in, it'd hose to many things up, and it'd drive people to keep exping like mad over 50 to get to that rollover point where you can't exp anymore for the extra hp. It could be way to twinky.
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Postby Sarell » Wed Nov 29, 2006 6:28 am

You should be punished at the most severe levels for even thinking about getting people to do more exp in the current exp environment :P
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Postby daggaz » Wed Nov 29, 2006 1:54 pm

O. M. G. ...

You want to unbalance Pava any more than she already is? Pava is ALREADY broken!!!

Lets see, 100+ damroll with rage on proc, haste on proc and 3x a day, vit on proc, major globe 1x day, invis unlimitedx day, full protects, (am i missing anything ross?), and now what, how many hps would you get for an xp buffer that is over 7000%???
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Postby Vigis » Wed Nov 29, 2006 3:10 pm

Lilithelle group-says 'Pava MT'
Nerox tells you 'Good deal, the other tanks I have don't wanna do it, and since your my special suicidal tank i figure you don't mind one bit!'

Alurissi tells you 'aren't you susposed to get sick or something and not beable to make tia so i can go? :P'
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Postby Corth » Wed Nov 29, 2006 6:04 pm

The last thing we will ever need is a system that rewards obtaining exp perpetually. The horror!
Having said all that, the situation has been handled, so this thread is pretty much at an end. -Kossuth

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Tanji Smanji
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Postby Tanji Smanji » Thu Nov 30, 2006 12:01 am

Corth wrote:The last thing we will ever need is a system that rewards obtaining exp perpetually. The horror!



Nod, RL is bad enough at that. :evil:
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Postby kiryan » Tue Dec 05, 2006 6:24 pm

I played a mud where you could trade exp for stats... they called it a "meta" system.

There were "ranks" depending on how much "total stats" you had "metad". With 50 buys you might be a lord, 100 buys a prince, 200 buys a king ect ect ect... which was mildly entertaining.

It got boring fast and insane, a normal char started out around 400 hps, and one guy was up to 4k hps after about 3 years at 4 hps per "buy". Each buy had an incremental cost increase. Your first buy mightve cost 2 million exp but your 100th might've cost 100 million exp. If you cap something, then you'll end up in the same place today, lots of exp, nothing to do with it. If you uncap it, you have hardcore gamers doing insane stuff. Without character death, you can only adjust the rate at which they eventually do something insane.

Excessive competition and isolation for prime exp, because exp becomes the point.

A need to define and balance the "exp rate" and maintain consistency over time. This ultimately ends up in escalation so 20 hours of exp today is worth 18 hours next year 14 the next year and 5 the following year (ect) recreating all sorts of problems we've examined in the past.

Exploits / bugs / "features" that allow characters to amass unfair amounts of "exp benefit" translate directly into permanent advantages that don't have many limitations (yes even 1 hp at a time). Yes we have this with equipment, but equipment advantages tend to be limited by being able to equip / use only 1-2 at a time and the inherent limitations of ingame "wealth".
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Postby Gormal » Fri Dec 22, 2006 10:01 am

</selfcontrol>

kiryan wrote:This ultimately ends up in escalation...


<selfcontrol>
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Postby moritheil » Sat Dec 30, 2006 1:48 am

Sarell wrote:You should be punished at the most severe levels for even thinking about getting people to do more exp in the current exp environment :P


Agreed, because . . .

kiryan wrote:If you uncap it, you have hardcore gamers doing insane stuff.


Also, I agree with Gormal's ESCALATE! reference.
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Postby Dalar » Tue Jan 02, 2007 7:43 pm

kiryan wrote:I played a mud where you could trade exp for stats... they called it a "meta" system.

There were "ranks" depending on how much "total stats" you had "metad". With 50 buys you might be a lord, 100 buys a prince, 200 buys a king ect ect ect... which was mildly entertaining.

It got boring fast and insane, a normal char started out around 400 hps, and one guy was up to 4k hps after about 3 years at 4 hps per "buy". Each buy had an incremental cost increase. Your first buy mightve cost 2 million exp but your 100th might've cost 100 million exp. If you cap something, then you'll end up in the same place today, lots of exp, nothing to do with it. If you uncap it, you have hardcore gamers doing insane stuff. Without character death, you can only adjust the rate at which they eventually do something insane.

Excessive competition and isolation for prime exp, because exp becomes the point.

A need to define and balance the "exp rate" and maintain consistency over time. This ultimately ends up in escalation so 20 hours of exp today is worth 18 hours next year 14 the next year and 5 the following year (ect) recreating all sorts of problems we've examined in the past.

Exploits / bugs / "features" that allow characters to amass unfair amounts of "exp benefit" translate directly into permanent advantages that don't have many limitations (yes even 1 hp at a time). Yes we have this with equipment, but equipment advantages tend to be limited by being able to equip / use only 1-2 at a time and the inherent limitations of ingame "wealth".


wtf mike you played imperial diku? I was in 3.0 I think as Lyniara.
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