Originally Posted by
Bluestar2kx
These are all good ideas, don't get me wrong, but it's still skirting around the issue I'm bringing up. I'm not trying to find ways you can do it instead, I'm trying to suggest to dev's a way to please a fair sum of people. Those like me, who don't want to go from 1 to 99 in 2hrs, those people who wish to have a some what old school leveling party, those who want the old 75 cap days back, and maybe a few others I'm missing. These people are not just a few, there's actually a lot of them, and some of this is why some of them don't play anymore.
I realize the time and budget is limited, but at the same time, the system i'm asking for is already there in a form, Malatyr mentioned it.
The merit system stops all experience and converts it to limit points, so why not duplicate that system, and write it to work for lv 10+ like sync does (make it compatible with sync of course), but instead of converting exp to limit points, it's just lost without being connected to merits, an extra layer I guess.
Would cut development time in half, and just add an option in the status page to switch experience on and off, or a / command.
I also realize that the further you are from cap the more likely to get +.4 and 5, but if the mob doesn't live a sufficient amount of time it reduces the rate at which you gain skill before you kill it, and you'll still be damaged by it draining trust NPC magic. Tho i guess another way around is to take a lv 1 weapon (if applicable) and skillup with that using only trusts that won't attack. But to me, it's still just finding ways around what should just be an upfront thing: switch off exp, it's really simple.