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Old 11-17-2012, 03:19 PM   #21
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Quote:
Originally Posted by Seher View Post
More EP for killing players. Ideally you should get the same experience for a certain time spend killing players and mobs, not sure if that’s doable though[...]
I don't think that this is necessary since the xp-award from other players is not that bad.
Nevertheless, a XP boost, only for war, useful for all character classes, is missing.
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Old 11-17-2012, 09:16 PM   #22
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Originally Posted by Shwish View Post
NGD need to stick to their strengths in this matter. What we all love about this game and what keeps us coming back is the PvP aspect of this game. It is unique and unlike any other game I have played. For this reason I would say that all PvE should stop around level 45 and leveling through PvP made easier after that point. A bigger variety of PvP quests as suggested above. More premium ways to speed it up. More PvP content. Instances will help a great deal because lower levels won't be afraid of being blown up by level 60's. Fix the armour system so lower levels could be a little more effective in the warzone.
I think if the Warmaster quests gave up to 10,000 gold and experience each, levelling after 50 would be greatly eased.

That would be 25,000 extra experience per day, 175,000 XP a week, and a player would be able to complete an entire level in the lower 50s within a month using only the Warmaster quests and no grinding (not counting XP from war). This is still a long time, so it probably wouldn't harm booster sales.

But it would allow even those minimal-grinding, uber-warring players to reach the max level within a year if they keep at it.

Also currently there is no incentive to do Warmaster quests if you don't want to become WM.
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Old 11-18-2012, 04:20 AM   #23
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I would like some more quest dealing with the plot line, to explain the gems, dragons, and why we fight. Also it would be interesting to build up a history of the races, in each realm maybe a couple of quests that are the players race related. Also a little more history of the realms would be awesome.
These type of quest might make the role playing part a little more enjoyable.
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Old 11-18-2012, 10:10 AM   #24
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Personally ,i saw game evolving in my vision ,now wee have more vegetation ,and terrain over war zone does not look anymore so empty because of this.

But for me is there still a weak point : missing a story line.

The only story line that wee have is that from lvl 30 up to 39 with pendants.
I will like to see a longer story or at least from lvl 40 to 50 other short story in pendants way and from lvl 50 up to 60 a short story with warmasters subject.

And as i sugested long time a go in chapter way will be nice.
The issue is that story is boring and not keep you excited about what will happen.

You have a great graphical team.
Making a short movies maxim of 20-30 seconds,when you rich certains lvl and point of the game ,will make story more interesting.
This short movies must be story oriented,and make that player to find out what happens next.

1.When you create first time acount and first char to be played a short movie about story of the game.
2.When you chose a certain subclass ,to be played a short movie about your subclass and and the story continue
3.When you rich lvl 50 to be played a short movie about become a warrmaster.

Now quest story lines:
Quest can be synced with movie line or movie line synced with quest line.

At lvl 40 you can add story line in pendats way ,a little more quests (because there is need more xp) here i have no idea about what content shall be addet.

At lvl 50 till lvl 60 is more sample:
A warmaster shall be a veteran of the war ,and in his road to become one, more quests with legendary and epic mobs can be added.
Like this legendary mobs can have a point in actual gameplay.
Rewards from this quests can be scaled to not harm very much booster sales.
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Last edited by kmdk; 11-18-2012 at 02:12 PM.
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Old 11-18-2012, 03:56 PM   #25
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Quote:
Originally Posted by Kitsunie View Post
I think if the Warmaster quests gave up to 10,000 gold and experience each, levelling after 50 would be greatly eased.

That would be 25,000 extra experience per day, 175,000 XP a week, and a player would be able to complete an entire level in the lower 50s within a month using only the Warmaster quests and no grinding (not counting XP from war). This is still a long time, so it probably wouldn't harm booster sales.

But it would allow even those minimal-grinding, uber-warring players to reach the max level within a year if they keep at it.

Also currently there is no incentive to do Warmaster quests if you don't want to become WM.
I agree with this (and what Swish said about sticking to the strengths of RO). I'd also like to point out that taking the focus away from "grinding" in the higher levels would not necessarily be negative for NGD's bottom line.
At the moment, especially during a server "boost", using a +XP% scroll during larger fort wars is quite effective (i.e. you have to spend alot more time getting the same amount of XP, but at the same time the scroll lasts relatively longer), so I imagine they will still be used, although possibly a little less.
Also less people grinding should increase demand for lucky boxes, repair hammers, ++ (Because where else will these players get their end game gear?) And those items I would think is a more stable and lasting source of income than the boosters which inevitably the player will cease to have a use for.


About improving the storyline, for most people RO is one of those games (like Doom) where the story does not really matter all that much.
In 5 years I have met exactly one person who played mainly for the lore. Most current players don't care too much about this, and to make the story so attractive that new players will flock to the game because of it, would in my opinion require a momentous effort (basically akin to a new game), RO is just not immersive enough as it is. Whoever deeply cared about the lore of this game left a long time ago (case in point: Lamai, event costumes).

New quests would be very nice, but I think - as others have mentioned - that they need to be RvR centric. Although please keep (and refine) the "sandbox"-y form of the warzone, and do not try to force players into one specific mode of playing (like you did with invasions and to a certain extent WM). Sandbox games are popular for a reason (and cheaper to make than static content). The warzone of RO pre-1.0 was essentially a "sandbox", please make a return towards this concept & you will have a niche for this game.
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Old 11-18-2012, 07:39 PM   #26
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I would love a better build story line, though I don't know anybody exept me who has red every single questtext ingame
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Old 11-19-2012, 09:53 AM   #27
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Quote:
Originally Posted by Darcyeti View Post
I would love a better build story line, though I don't know anybody exept me who has red every single questtext ingame
i did too
I always want to do quests and tasks in a game for the storyline
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Old 11-28-2012, 01:55 AM   #28
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Just wanted to follow up again from this thread, just about at level 45 now and the grinding is indeed tedious. The only thing that breaks the boredom and monoteny is a bit of RvR interlaced in.

I am able to find many more playing hours in a week if needed but honestly, the thought of having to grind for hours in a day to scratch a level down slightly puts me off loading it up. From level 40 you dont get any more quests for a looong time and then I have no doubt at all that 50+ will be a killer.

Don't get me wrong, the game is enjoyable - when it is enjoyable - but the daily grind in order to level is no doubt enough to put people off coming back as regularly. I have even started off with my other chars now and will most likely only level them both to 28-29 before leaving them until after the expansion, such is the anticipation of the boredom ahead otherwise.
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Old 12-13-2012, 05:38 AM   #29
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At least place more mobs to locations for grinding...
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Old 02-17-2013, 11:29 PM   #30
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*bump* Just wondering if the OP was still playing and stuck with it...?
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