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I totally agree with Frostybot's idea, of having an xp rate cap rather than a leash. The main reason? It doesn't affect HOW I play my character. It would be very easy to set a reasonable cap for this, that would be very difficult to reach, but would hit the PL'er fairly hard.
You could even design a graphical bar that shows how close I am to "xp saturation", so I can see when I am close, when my group should take a break, clear out minions, etc.
That way, we get a new feature in addition to keeping my playstyle functionally identical to how it is now, and even get a new feature on top of it!
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I like. Perhaps we could even build it into the existing exp bar as an overlay, similar to how debt shows up. Say, a bright border of some kind around each exp bubble/bar as your absorption fills- so when the whole thing's glowing, you know you're "full" (which should take a good deal- like I said, setting the bar based on Invincible play ought to be DARN tough to overdo, barring PLing!).
And while I'm at it- have the absorption rate be linked to -trained- levels. You train, part of the benefit is faster absorption. It'd mean chain-leveling in one place would slow a bit as the new character would want to train to "clear their head" faster.
Powerleveling does, in the end have a negative effect on the game- and those people getting tells whether they ignore them or not are experiencing a symptom of it.
That is, it reinforces the common mindset that in most MMORPG's, you must level to get to the "good stuff". CoH is the only MMORPG I've been in where people are unhappy they outleveled lower-level areas, TF's and story arcs! There's a thread on how many Kheldian players are getting harassed about bringing their L50 out to PL people on the Kheldian board. That worries me.
And I believe that without putting some solid, but high ceiling on exp gain that will only get worse. Powerleveling makes a game "top-heavy", and in the long run, it makes a game more and more difficult to experience for new players. That's half the reason I think sidekicking exists- to mitigate the desire/need to PL while letting people of differing play time/level enjoy the game together. Rule Number One.
New players sustain games. Old players, no matter WHAT an MMORPG does, eventually stop playing. A game should do it's best to give both measure equally IMHO.
I'm thankful this range change is only on Test. It should die there- but the fact that it was even done points to a belief by the developers that something is causing a negative effect on the game, and that something is powerleveling. I think we, the players have an idea here that will cure that problem better than the range change...now that Statesman and company have made it clear there is a problem, in their opinion. The cure should not be a bitter one. Range leaves a bad taste in too many mouths.
Heck, an absorption bar gives the achievement minded something new to brag about.
"Dude, I got my exp bar flashy every day for the past week doing invinc missions with the SG".
"Whoa."
Heck, I was the same way on Gemstone III. Getting "fried" was a point of pride as an oldskool fiter (heavy hide armor 4 life, yo!).
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First hit 50 then talk about how power leveling sucks.
I pay ! I get what I want! farthermore, 959 posts... you could of had 10 50s by now if you weren't fooling around on this "forum"
To be continued...
Activating Anti-Crap on shield
take it easy