Those who play more should get more LP but you shouldn't get twice the LP for playing twice as much. There should be diminishing returns for how much time you put into the game. Some ideas are:
The first 80,000(or whatever) LP you gain each day or the first 600,000 or so you gain each week should be faster than the current rates. This will even out the power differences between those that play a lot and those who don't. Perhaps triple LP for the first 600,000 you gain each week. Or something more complex like:
8X LP at the start of each week
6X after you have gained 75000
4X after you have gained 150000
2X after you have gained 300,000
Normal after 600,000
If this would lead to people getting black skills too easily there could also be stat requirements to get those skills.
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Grind/time investment reduction
No thanks.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: Grind/time investment reduction
I agree with the OP.. I should be incentivized to do what it takes to get better food, items, improve my village, improve my character's life. NOT make 150,000 buckets. The former is more interesting for me and more interesting for those I interact with. The latter is just annoying to everyone.
Although the bonuses suggested by the OP are way too extreme and would lead to huge LP inflation. IMO:
Your first 5,000 LP (before learning modifications) gained in an RL DAY should be doubled
LPs 5,000-15,000 should be gained at the rate we have now
LPs 15,000-35,000 should be halved
LPs beyond that quartered
Something like that. I'm not sure how much LP we're "expected" to get in a day. I'm using 25,000 (before learning!) as a base expectation.. since 25,000 is the point where you would get the same LP before these modifications as you would with them.
From a realism/immersion perspective, there's only so much you can learn in a day.
Although the bonuses suggested by the OP are way too extreme and would lead to huge LP inflation. IMO:
Your first 5,000 LP (before learning modifications) gained in an RL DAY should be doubled
LPs 5,000-15,000 should be gained at the rate we have now
LPs 15,000-35,000 should be halved
LPs beyond that quartered
Something like that. I'm not sure how much LP we're "expected" to get in a day. I'm using 25,000 (before learning!) as a base expectation.. since 25,000 is the point where you would get the same LP before these modifications as you would with them.
From a realism/immersion perspective, there's only so much you can learn in a day.
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: Grind/time investment reduction
@Tamalak your rates are terrible, most people would hit the quartered lp mark in less than an hour even with a casual grind.
Why would you guys even want diminishing returns in a game largely based around grinding to get better.
Why would you guys even want diminishing returns in a game largely based around grinding to get better.
Oddity wrote:No thanks.
Last edited by boshaw on Fri Feb 25, 2011 11:11 pm, edited 1 time in total.
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Tamalak
- Posts: 879
- Joined: Sun Feb 20, 2011 12:31 am
Re: Grind/time investment reduction
Do you think it is intended that the most expensive skill in the game can be purchased in a couple of hours of grinding? Or less than an hour at full change?boshaw wrote:@Tamalak your rates are terrible, most people would hit the quartered lp mark in less than an hour even with a casual grind.
Circular reasoning.. it's based around grinding because these diminishing returns don't exist. It would be based around politics, tactics, and community if these diminishing returns did exist. Which do you think the developers intended? Which do you think would be a more fun game?Why would you guys even want diminishing returns in a game largely based around grinding to get better.
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orderr
- Posts: 22
- Joined: Wed Jan 19, 2011 5:06 am
Re: Grind/time investment reduction
Stats and gear are more interesting to work on than skills, so if we even the playing feild skills wise we will end up with a more interesting game.
Some people have like 900 to some skills. That takes something like 50 million LP - at 600K per week that is 83 weeks to get one skill up to 900. So I don't think my numbers are excessive. It won't make it too easy to be uber.
My numbers are for total LP not base LP. So at full change you still just get 600K per RL week not 1800K.
Some people have like 900 to some skills. That takes something like 50 million LP - at 600K per week that is 83 weeks to get one skill up to 900. So I don't think my numbers are excessive. It won't make it too easy to be uber.
My numbers are for total LP not base LP. So at full change you still just get 600K per RL week not 1800K.
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Hahaohwow
- Posts: 14
- Joined: Wed Feb 23, 2011 2:11 am
Re: Grind/time investment reduction
50 million LP? My personal claim's bigger than that. Suck it up.
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babyhero09
- Posts: 224
- Joined: Tue Dec 07, 2010 12:56 am
Re: Grind/time investment reduction
You joined 3 days ago that's not possible unless you played all that time nonstop and earned over 500k an hourHahaohwow wrote:50 million LP? My personal claim's bigger than that. Suck it up.
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dra6o0n
- Posts: 481
- Joined: Tue Aug 24, 2010 3:11 am
Re: Grind/time investment reduction
I agree with Less on skills, more on stats and equipments.
We need to revise how damage is calculated maybe...
We need to revise how damage is calculated maybe...
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dra6o0n
- Posts: 481
- Joined: Tue Aug 24, 2010 3:11 am
Re: Grind/time investment reduction
Easy answer: Bot.babyhero09 wrote:You joined 3 days ago that's not possible unless you played all that time nonstop and earned over 500k an hourHahaohwow wrote:50 million LP? My personal claim's bigger than that. Suck it up.