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  1. #1
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by solracht View Post
    The problem

    Currently, experience points are awarded for killing mobs in guildleves. Anyone who is playing can see what this has lead into: most players look for the guildleves with the highest number of enemies and purposedly fail the guildleve at the end so they can redo it on the next reset.
    There is an easier way to fix this problem.

    • If you fail your leve (via time-up, or abandonment, or lost connection), it's marked as failed. You can do it again, but none of the mobs give you any SP when you kill them.
    • You can still earn the reward for a failed leve. Just not any SP from killing mobs.
    • When you accept leves at the adventurer's guild, you are not limited to 3 random leves. You can pick and choose from every leve possible at any given camp.
    • Make adjustments to the leves (mainly mob type, mob count, and mob base SP modifier) so that they are all able to be completed in a similar amount of time, and yield similar amounts of SP.

    This would require minimal work to achieve the same ends and give players more variety in the process. The first 3 points would be easy to do, and then all you gotta do after that is just boost mob count for all the other leves that no one ever does.
    (3)

  2. #2
    Player
    solracht's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    234
    Character
    Kharlan Lynare
    World
    Excalibur
    Main Class
    Dark Knight Lv 70
    Thanks for the comments.


    Quote Originally Posted by Rentahamster View Post
    There is an easier way to fix this problem.

    *list*

    This would require minimal work to achieve the same ends and give players more variety in the process. The first 3 points would be easy to do, and then all you gotta do after that is just boost mob count for all the other leves that no one ever does.
    Please keep in mind that your last point is difficult to achieve - avoiding that approach is the reason why I suggested the solution I did. While the technical part behind adding an EXP Pool may be harder than simply boosting current mob exp rates, achieving the same end result is way harder with your approach, as you have to take care of leves on an individual basis, while also taking into account whether extra mobs can spawn or not.

    Just being realistic here, I do not think they'll be able to correctly balance guildleves if they try to "hand-craft" the exp rewards.

    It also doesn't address the fact that most leves you'll do will still be about killing mobs. By using the "Pool" system, you give the devs a lot of freedom in what type of leves they can make, and which objectives they can attach to them, as the exp reward will be good regardless because of the Pool. All that'll change is whether you get most exp during the Guildeve (because it's about killing mobs) or at the end (because it has a non-combat part).

    Your first two points wouldn't be needed under the Pool system, as you'd truly want the reward instead of being "forced" to take it. I'm impartial on the third point, and I'm sure eventually they'll let us pick more than 3 leves per camp... so I won't comment on that.
    (0)

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