Experience events is bad game design(with easy fix)

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Experience events is bad game design(with easy fix)

Postby overtyped » Mon Mar 14, 2016 6:00 pm

All you have to do is log in once a day and get all the events in about 5 minutes. I study mirkwoods and to put that in perspective I got 23k exp.. and a full study 24/7

Instead of this nonesense, how about adding "curios" that give positive exp with no lp, and very low study cost?
This can also balance mirkwood, as you might find it counterproductive, and will make mirkwood early game only, because you may want fast lp early on, but will want to replace it later for efficient exp- lp curios.
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Re: Experience events is bad game design(with easy fix)

Postby jorb » Mon Mar 14, 2016 7:25 pm

The chief aim is to prevent pure offline studying, which your idea doesn't. I agree that the hurdle isn't particularly meaningful at the moment.
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Re: Experience events is bad game design(with easy fix)

Postby Clemence » Mon Mar 14, 2016 7:29 pm

Just make the events bring less XP ( thinking of rare ressources "discovery" ).
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Re: Experience events is bad game design(with easy fix)

Postby Carebear » Mon Mar 14, 2016 7:47 pm

I have seen a few cases (W8) where XP gains gets 'stuck' and the only thing that seems to break it loose is a server reset. That being said, whatever evolution this takes I hope it considers the non-hardcore folks.

How about some softcap/limit on LP per day? Or a hunger-like mechanic so the more you do the less bang for the buck you get. Seems whatever fix is applied would likely punish the little guys. Personally I rarely build up any huge pools of excess XP.
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Re: Experience events is bad game design(with easy fix)

Postby Vigilance » Tue Mar 15, 2016 1:02 am

Carebear wrote:How about some softcap/limit on LP per day?

Wow, I would hate this in literally any way it is implemented.
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