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  1. #1
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    AlexiaKidd's Avatar
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    How to fix Battle Leve's (maybe^^)

    Attention Mods could you please move this thread to the Guildleves section

    Guildleves, the content you love to hate

    So I have been thinking of how SE could improve Guildleves and solve many of the issues with them ie. abandoning them, only picking certain ones, certain camps over-crowded and have come up with a few idea's.

    First though I believe the original plan for Guildleves as we have them now was that it was supposed to be more casual/quick content so that you could login and grab some leves and go do them. The main problem is that they are pretty much the only content, so everyone is doing them as they have nothing else to do. Also certain Leve's are better than others in regards to SP/EXP gained so this also make Leve Abandoning to keep those certain Leve's more desirable.

    What could work?

    My first fix would be to allow all 9 Leve's to be available for selection every reset for every camp. This would allow people to freely choose the Leve's they wish to do so if they are in a group they can make sure they get the same ones to link if they wish.

    Also be a bit more creative with the rewards, a lot of people have a lot of gill so it is not so great a reward any more. Maybe try rewards like 30 Guardians Aspect or 15 Anima as a reward something like that to get people tempted to try different Leves.

    Next would be to change the way Leve SP/EXP is accumulated. For this maybe it would be better to give a lump sum of SP/EXP at the end of the Leve upon completion and remove the SP/EXP gained from the mobs killed. This would have to be scaled in different ways though.

    For example all Rank 20 Leves could give 5000 SP upon completion, Rank 30 gave 10,000, Rank 40 15,000 and so on. That would be the base, then you could add a multiplier for difficulty with the number of stars the Leve was completed on. Maybe 5% per star so if 10,000 was the base and you completed it on 5 stars you would get 15,000 SP/EXP. Then you can add other modifiers like completion time, you rank vs. leve difficulty and so on. If they were to give static SP then they would have to probably have a minimum rank restriction in place to stop Rank 1's tagging along on R40 Leve's.

    Possible Result

    By doing these few things it would allow people to spread out and utilise different camps to do Leve's as all Leve's of the same Rank would give the same SP/EXP so there would be no need for everyone to go to Broken Water to do the best R40 Leves.

    Also it would stop Leve abandoning as you could decide with your group before hand which Leves you were going to take and obviously if you abandoned you would get nothing as the SP/EXP is rewarded at the end so it would be pointless.

    This would also allow you to retry Leve's immediately if you did fail or D/C as it wouldn't be exploitable because the SP/EXP and reward is only gained upon completion. So if you D/C halfway though the Leve they could allow you to retry straight away as you wouldn't have gained any SP/EXP until the end anyway.

    I think with just these few changes it would help a lot with the current situation regarding Leves and make them a bit more enjoyable as players will be able to go out and try different Leves at different camps without feeling like they are missing out on huge amounts of SP/EXP by taking different ones.

    Additional Idea's

    Others also suggested a Grade/Score at the end that could be the base for what SP you received. So if you did extremely well you got an S grade and got max SP from the Leve, if you did badly you would get get an E grade and get less SP. I actually really like that idea as it would give some extra motivation and an additional objective while doing the Leve.
    (18)
    Last edited by AlexiaKidd; 04-07-2011 at 07:21 PM.

  2. #2
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    SirEdeonX's Avatar
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    I was a bit sceptic at first, but those are actually really good ideas. It would help people to spread across the camps

    Good job.
    (0)

  3. #3
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    Giving a static amount of SP is just silly - no. Bad idea.

    However, I would take this a step further by making SP/exp gain relative to your rank, and have it reward you the SP/Exp you would've gotten for any monsters you didn't kill. For example, a few guildleves involve killing # of monsters until you kill your targets. But what people usually do is just kill off everything first, then kill their primary targets to maximize SP/EXP gain. Give incentive to go after the primary targets first by rewarding the player with all the SP/EXP worth they would've missed by killing the primary targets first.
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  4. #4
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    solracht's Avatar
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    "Liked" your post.

    However, I think in a system like this you need to give leves which take a long time to do an experience point boost. Maybe give a small bonus based on the time taken to complete them. Making said bonus small enough so people wouldn't bother afking until they have 1min left on the clock, but big enough so people don't ignore the longer leves is probably the tricky part.

    I wouldn't completely remove exp from mobs either, you could do something like this), but both approaches would probably work.

    Anything that moves away from the way guildleve experience point rewards are handled right now is a good thing. The current leve usage is based around failure because of this.
    (2)
    Last edited by solracht; 04-07-2011 at 03:35 AM.

  5. #5
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    Quote Originally Posted by Galamantyl View Post
    Giving a static amount of SP is just silly - no. Bad idea.

    However, I would take this a step further by making SP/exp gain relative to your rank, and have it reward you the SP/Exp you would've gotten for any monsters you didn't kill. For example, a few guildleves involve killing # of monsters until you kill your targets. But what people usually do is just kill off everything first, then kill their primary targets to maximize SP/EXP gain. Give incentive to go after the primary targets first by rewarding the player with all the SP/EXP worth they would've missed by killing the primary targets first.
    Why is it silly to give static SP for Leve's? It makes perfect sense to me or is there some underlying issue I am not seeing with it that you can educate me on?

    Also by giving "silly" static SP/EXP upon completion is the incentive in your case as you would not want to waste time killing things you didn't have to. SE would have to balance the Leves in a new way though to give static SP/EXP and that is completion time. If the SP/EXP was static then everyone would just do the quick Leve's so this would have to be addressed also and make short Leve's longer.
    (0)

  6. #6
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    Quote Originally Posted by AlexiaKidd View Post
    Why is it silly to give static SP for Leve's? It makes perfect sense to me or is there some underlying issue I am not seeing with it that you can educate me on?

    Also by giving "silly" static SP/EXP upon completion is the incentive in your case as you would not want to waste time killing things you didn't have to. SE would have to balance the Leves in a new way though to give static SP/EXP and that is completion time. If the SP/EXP was static then everyone would just do the quick Leve's so this would have to be addressed also and make short Leve's longer.
    I agree with this, but the completion time bonus would also be a good idea.

    The thing is, leves are done for casual playing, so you do a leve or 2 while ur waiting for something/someone or just don't have time for more. So the static sp/exp would not be so bad WHEN the game delivers different leveling activities that require more time.
    (0)

  7. #7
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    Quote Originally Posted by SirEdeonX View Post
    I agree with this, but the completion time bonus would also be a good idea.

    The thing is, leves are done for casual playing, so you do a leve or 2 while ur waiting for something/someone or just don't have time for more. So the static sp/exp would not be so bad WHEN the game delivers different leveling activities that require more time.
    Exactly like I said at the start they are only supposed to be casual/quick content but because of a lack of anything else to do that is better, they are pretty much the only thing people are doing.
    (2)

  8. #8
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    Quote Originally Posted by AlexiaKidd View Post
    Why is it silly to give static SP for Leve's? It makes perfect sense to me or is there some underlying issue I am not seeing with it that you can educate me on?
    You get more sp/exp for fighting harder enemies, you get less sp/exp for fighting weaker enemies. What you are suggesting is giving out a flat SP/EXP reward for completing a repeatable quest. That's a bad idea. It goes back to doing easier guildleves and it also further reduces incentive to kill anything else outside of guildleves. This means less reward for greater risk.

    How's that for education? Or did you miss the school bus again?
    (0)

  9. #9
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    Quote Originally Posted by Galamantyl View Post
    You get more sp/exp for fighting harder enemies, you get less sp/exp for fighting weaker enemies. What you are suggesting is giving out a flat SP/EXP reward for completing a repeatable quest. That's a bad idea. It goes back to doing easier guildleves and it also further reduces incentive to kill anything else outside of guildleves.

    How's that for education? Or did you miss the school bus again?

    I think you need to learn to read as I already stated that the star (difficulty) level would be a multiplier. I also stated that Guildleves are pretty much the only content atm so that is why they are such a big focus.

    Don't miss the bus again ^^
    (1)

  10. #10
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    SirEdeonX's Avatar
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    Quote Originally Posted by Galamantyl View Post
    You get more sp/exp for fighting harder enemies, you get less sp/exp for fighting weaker enemies. What you are suggesting is giving out a flat SP/EXP reward for completing a repeatable quest. That's a bad idea. It goes back to doing easier guildleves and it also further reduces incentive to kill anything else outside of guildleves. This means less reward for greater risk.

    How's that for education? Or did you miss the school bus again?
    I believe that's why she said that the sp/exp reward would vary from the rank of the leve. So, harder leves would have higher ranks, therefore higher rewards.

    But anyway, that's where the balancing comes.
    (0)
    Last edited by SirEdeonX; 04-07-2011 at 03:58 AM.

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