Business And Economy Archive
Thread: B & E Readers Help requested with XP issues
TIGGS, TH, Or ANY RED Name:
I would like to thank you for some of the recent changes, and commend you for heading in the right direction - Rapid additions, fixes and Changes are exactly what's needed to move the CU process on Live along. Also much appreciated is the Double XP currently.
However. Again, let me repeat this, HOWEVER...
The current method of XP gaining is simply not.. Shall we say, Viable - Or useful - with the artificially increased XP. The level system works - But almost TOO well. MOBs much higher than you or your group's CL give about the perfect amount of XP *WHILE DOUBLED*. Without the Doubling, the XP increase is NOT worth the extreme risk associated with challenging these opponents. Conversely, the XP from lower level MOBs is FAR too limiting. With only the 5 levels below our CL giving even limited XP, we are *forced* to choose MOBs within a VERY strictly limited pool of opponents.
The result of this causes a major problem. The wonderful content you have across the various planets is going to be utterly IGNORED by Veterans and New Players alike. Players will learn very fast. (That is our very nature - we learn, and adapt to new circumstances, and focus with VERY little variance on things we NEED to use to advance)
- To Gain XP, MUST attack CL 49 and ABOVE MOBs exclusively. Anything Below CL 49 means 1xp profession specific (IE, Unarmed) and NO Combat XP, period. This negates at MINIMUM roughly 50% of ALL content from being useful.
Now, Consider a CL 80 Player:
- To gain XP, MUST attack CL 75 and ABOVE MOBs exclusively. Anything Bleow CL 75 means 1 point of Profession Specific XP, with NO Combat XP granted. This negates at MINIMUM nearly 80 - 90% of ALL Content from being useful to the highest Player Level characters.
As you can see, instead of experiencing SWG as a WHOLE, Veteran players are now utterly limited to a SWG experience that is quite frankly unrewarding, and mind numbingly dull. We will learn in short order what type of MOB at what level to attack for maximum gain - And that will be ALL we experience.
To remedy this problem (Which is FAR more game breaking than ANY change to a crafting system, Icon changes, etc), I ask that some consideration be placed to augmenting (Or 'tweaking')the Level system. What I offer here is just a suggestion - There are many other ways to institute a change that will garner the same benefits.
Here's my suggestion. Since CL 1 can fight ANY MOB for XP, the "low level" XP gain is just fine. Issues don't begin to be serious until CL30 or so. As such, there is where tweaking must begin.
- The Combat Levels need to be made less confining. Put frankly, 1xp shouldshould onlyhappen if the MOB is SO far beneath us that we can defeat the MOB in 1 to 3 hits, or players begin to ignore content, and lose interest in a varied area. So, the following can be used as a rough guide. Please assume CL 80, but the levels can be used across the board. I use 80 simply because that is where a majority of all Veteran players are. Assume average XP for an equal level MOB is 2000 XP and 200 Combat XP.
- If MOB is Above your CL, XP should raise by 5% ever 5 levels above yours. (2100 for CL 81-85 and so on)
- If MOB us Equal to your CL, no change needed. (2000 xp)
- If MOB is 1 to 10 Levels below yours, XP 15% lower than an equal level MOB. (1700 xp)
- If MOB is 11 to 20 levels below yours, XP is 30% lower than an equal level MOB. (1400 xp)
- If MOB is 21 to 30 levels below yours, xp is 45% lower than an equal level MOB. (1100 xp)
- If MOB is 31 to 40 levels below yours, XP is 60% lower than an equal level MOB. (800 xp)
- If MOB is 41 to 50 levels below yours, XP is 75% lower than an equal level MOB. (500 xp)
- If MOB is 51 to 60 levels below yours, XP is 90% lower than an equal level MOB. (200 xp)
- If MOB is 61 to 79 levels below yours, 1 XP is the rule.
2. The Above is for Solo play. For groups, institute perhaps a 2% to 5% bonus based on Group size (2 man group 2% bonus, 8 man group 5% bonus)
3. Additionally, Groups with a Squad Leader can receive an additional 2% bonus, because it assumes an "organized" group using the Roles properly - And gives SL the benefits of being a central part of the CU - A reliance on grouping.
Even if my suggestions are not usable, please address the XP issue as soon as possible. New Players, FS seekers and casual players as well as Veterans and Jedi all are severely impacted because of the 1 xp tendency.
Message Edited PowerHammer on 04-20-2003 02:42 PM
Message Edited by PowerHammer on 04-30-2005 02:43 PM