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Old 07-17-2009, 05:48 PM   #1
Acknor
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Default Negative XP

So, I posted this in another thread and someone suggested that I bring more attention to it by making it it's own thread. So here it is. Chances are that NGD are not going to get rid of the negative XP bonus as a reward but I have some ideas about how it could be reworked slightly to make it more...palatable (for want of a better word).

1. Base the % of + or - XP reward on the percentage of attackers versus defenders. So for example a group of 60 vs 5 would get a lower XP bonus or malus available to them as a wish than for a 50 vs 50 fight. That way, the even fights would be rewarded (as I think they should) with a higher bonus than the zerg vs 1 fights.

2. Only apply the -XP to people above level 35 (for argument's sake). Last thing we need is a lvl 15 who's already faced with a huge grind to be given a setback like - XP. It might even make them change their mind about playing RO since it has just gotten even harder to grind up.

Any thoughts on either of these?
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Old 07-17-2009, 10:37 PM   #2
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Quote:
Originally Posted by Acknor View Post
So, I posted this in another thread and someone suggested that I bring more attention to it by making it it's own thread. So here it is. Chances are that NGD are not going to get rid of the negative XP bonus as a reward but I have some ideas about how it could be reworked slightly to make it more...palatable (for want of a better word).

1. Base the % of + or - XP reward on the percentage of attackers versus defenders. So for example a group of 60 vs 5 would get a lower XP bonus or malus available to them as a wish than for a 50 vs 50 fight. That way, the even fights would be rewarded (as I think they should) with a higher bonus than the zerg vs 1 fights.

2. Only apply the -XP to people above level 35 (for argument's sake). Last thing we need is a lvl 15 who's already faced with a huge grind to be given a setback like - XP. It might even make them change their mind about playing RO since it has just gotten even harder to grind up.

Any thoughts on either of these?
I like the suggestion a lot. I'm pretty sure the negative XP only applies to level 30 and above as it is now. Even then I'm pretty sure a booster cancels it anyway.

Extending your idea a bit more, why not apply this "modifier" to all wishes. So the draconic gem would give less of a boost, the +XP for the attacking realm would be less, etc.?
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Old 07-17-2009, 10:52 PM   #3
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Originally Posted by _Arwen_ View Post
I'm pretty sure the negative XP only applies to level 30 and above as it is now.
Yup, you're right about that. Had to get Thistle to sign on to one of her lower level characters to see for sure. That will teach me to do my research first.

As for extending it beyond XP to the gem etc., sign me up...I'm all for that.
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Old 07-17-2009, 11:29 PM   #4
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It would be good if NGD removes invasion (till they rework it) and add War Zone influence system.
Depending on current possessions of forts/castles in War Zone, realm benefits or get penalties for economy and xp system.

Example: Syrtis has all its forts. Prices for items in shops, as well as worth of loot, is normal, standard price. XP received by mobs is standard.
Syrtis captures enemy fort. Prices become lower for some %. XP increases slightly, for some %.

Example 2:
Syrtis lost Algaros. In that case, Syrtis has economy and xp penalty. Prices in shops go up, xp slightly decreases. Percentage that Syrtis lost by loosing its homeland fort, goes as bonus to realm that captured Algaros.
Castle is more worth than fort, and for loosing/capturing castle, realm gets bigger bonus/penalty than from fort.

Why?
Hitting on "economy" is standard option in some games, but still it won't be enough motivation to leave grind and go help recapturing fort back. But if you hit also XP, people will be more motivated to leave grind, and go help in recapturing fort.

This system would make fort wars more often, and will orient game to fort wars (like it used to be).

Picture: example of suggestion.
3 nations are displayed in bar, and their influence share in war zone.
Prices and Tax are displayed for realm where player who took this picture is.

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Old 07-18-2009, 10:52 AM   #5
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Quote:
Originally Posted by Anpu View Post
It would be good if NGD removes invasion (till they rework it) and add War Zone influence system.
Depending on current possessions of forts/castles in War Zone, realm benefits or get penalties for economy and xp system.

Example: Syrtis has all its forts. Prices for items in shops, as well as worth of loot, is normal, standard price. XP received by mobs is standard.
Syrtis captures enemy fort. Prices become lower for some %. XP increases slightly, for some %.

Example 2:
Syrtis lost Algaros. In that case, Syrtis has economy and xp penalty. Prices in shops go up, xp slightly decreases. Percentage that Syrtis lost by loosing its homeland fort, goes as bonus to realm that captured Algaros.
Castle is more worth than fort, and for loosing/capturing castle, realm gets bigger bonus/penalty than from fort.

Why?
Hitting on "economy" is standard option in some games, but still it won't be enough motivation to leave grind and go help recapturing fort back. But if you hit also XP, people will be more motivated to leave grind, and go help in recapturing fort.

This system would make fort wars more often, and will orient game to fort wars (like it used to be).

Picture: example of suggestion.
3 nations are displayed in bar, and their influence share in war zone.
Prices and Tax are displayed for realm where player who took this picture is.

http://static.na.aiononline.com/powe...b44e5f6468.jpg
This is exactly how I had expected Invasions to work, and has been suggested several times pre and post invasions, Its far more dynamic this way but Alsius may suffer from it.
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Old 07-18-2009, 11:11 AM   #6
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It is nice idea, I think that breaking into other realms should be retained though, as an effort required for some greater reward.

Also there should be more things to possess and fight for:
- Cities on WZ! Large and complicated!
- Dungeons, more complicated forts and castles.
- Maybe entrance to some interesting griding sites and ability to kill more interesing mobs on WZ (leaders?) as the way to gather better experience and money.
- Maybe altars too?

Current game play is more similar to FPP team capturing the flag mode, in MMORPG we should rather have more strategy, lore etc.

Regards.
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Old 07-18-2009, 11:15 AM   #7
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No to huge complex citys :P

Have you been to fisgeal during an event when everyone is around the town criar? Many many people get huge lag, if you throw in another army of people, spell effects, more animations then most people will hardly be able to move.

NG3D cant do dungeons, but with NG3D 2,0 who knows.
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Old 07-18-2009, 11:20 AM   #8
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I posted my suggestions assuming that the performance issues will be fixed - as NGD promised.

Regards.
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Old 07-18-2009, 12:38 PM   #9
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Quote:
Originally Posted by Anpu View Post
It would be good if NGD removes invasion (till they rework it) and add War Zone influence system.
Depending on current possessions of forts/castles in War Zone, realm benefits or get penalties for economy and xp system.

Example: Syrtis has all its forts. Prices for items in shops, as well as worth of loot, is normal, standard price. XP received by mobs is standard.
Syrtis captures enemy fort. Prices become lower for some %. XP increases slightly, for some %.

Example 2:
Syrtis lost Algaros. In that case, Syrtis has economy and xp penalty. Prices in shops go up, xp slightly decreases. Percentage that Syrtis lost by loosing its homeland fort, goes as bonus to realm that captured Algaros.
Castle is more worth than fort, and for loosing/capturing castle, realm gets bigger bonus/penalty than from fort.

Why?
Hitting on "economy" is standard option in some games, but still it won't be enough motivation to leave grind and go help recapturing fort back. But if you hit also XP, people will be more motivated to leave grind, and go help in recapturing fort.

This system would make fort wars more often, and will orient game to fort wars (like it used to be).

Picture: example of suggestion.
3 nations are displayed in bar, and their influence share in war zone.
Prices and Tax are displayed for realm where player who took this picture is.

http://static.na.aiononline.com/powe...b44e5f6468.jpg
This would be much more enjoyable and to Umaril, Alsius will always suffer. :/
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Old 07-18-2009, 04:00 PM   #10
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Alsius suffers for this reason:

In syrtis most players dont like Ignis for some silly reason,

Type 1) Some of these players like to attack Ignis to "annoy" them. (What happened to fighting for fun eh?)
Type 2) Some of these players find Ignis Wz tactics boring and would rather fight Alsius,

Type 2 is more numerous and as such we often end up at Trele or Agger, I dont acctualy think ive been in Ignis lands for nearly a week now.

I have to also say im a group 2 person, fights recently ping-ponging from Trele -> Alga have been great fun, unless no one bothers to come when Als take Alga, which is a shame.

Rather off topic here, sorry
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