Ability to self-exemplar
No fine-tuning.
Can't invite teammates.
bad idea. /jranger.
Can you clarify the XP gain?
Now that we can exemplar and not only gain XP but access to powers up to 5 levels more, there could be a sweet spot (like around 32 and controller/dom pets) where toons can self-exemplar down and just rake in XP because the mobs are not properly balanced to them and gain levels but never change level since they are auto-exemplared. This is different from Oro/TFs because they are finite arcs and once done, you are back to your old level.
This may not be a direct exploit or used often by players, but asking the question.
I already sort of do this.
When midrange salvage prices get stupid, go to ouro, exemp to 29, go to DA.
Go hunt - kill zombies.
It's true. This game is NOT rocket surgery. - BillZBubba
I already sort of do this.
When midrange salvage prices get stupid, go to ouro, exemp to 29, go to DA. Go hunt - kill zombies. |
Level requirements. No fine-tuning. Can't invite teammates. |
I can imagine people forcing themselves to 49 to get just a slightly bigger boost of rewards vs 54 enemies... In fact, that seems like it'll happen a lot.
NPCs: A Single Method to Greatly Expand Bases
Hmmm....
I see the ability to do outleveled Mayhem/Safeguards that way.
I like it for that reason.
http://www.scene-and-heard.com/cov/covsig.jpg
As the title says - it'd be nice to have the means to lower your level on demand; it would help players with the "neighborhood protector" concept characters, where rewards of experience are desired {powers and enhancement slots} but the actual level increase isn't {outleveling the zone critters}.
It could work by talking to either the trainer or the recon officer for the zone, who would present you with the option of exemplaring to one of the levels within the zone's range. The zone range limitation is mostly for the sake of UI, as it would use the usual dialogue interface, rather than something more fancy, and thus harder to code for. Suggestions for exiting the self-exemplar mode would be either a} talking to the trainer/recon again, b} a slash command or c} a dialogue box activated by clicking on the XP-circle. Any thoughts on this? |
1) My earlier statement regarding being able to do Newspaper/Mayhem (Or Radio/Safeguard) missions: Would your proposed idea allow this?
2a) Should I enter, say, Steel Canyon and exemplar to the zone, would I be able to join an existing team, and if so, would SSK over-ride it to SK me to the new team? (I assume so.)
2b) Upon exiting that team, would the Zone-SK resume or be dropped? (Unfair question: probably no way to tell how it would be implemented) 2c) Same question as 2b, but the team had done several missions in different zones, ending in Atlas Park. Are you ZSK'ed to Steel, Atlas or your natural level?
3) Exemplared to Steel Canyon again: I have previously unlocked a contact there, but outleveled him, which put him in the "Inactive Contacts" tab. Would he now be accessible for missions, and if so, would his contact bar actually fill up? (I can Ouroboros him, but the contact bar remains empty. I dislike that.)
I can't immediately think of anything game-breaking about this idea, and it certainly confers certain conceptual benefits. I'd give this my support unless a very obvious problem presented itself (no, I don't consider fighting 54s as 49 an obvious problem - this is doable anyway).
Perhaps the best way to curtail potential XP gain abuse would be to impose a small penalty on material returns earned under 'self-exemplar' - say, 10%? Just enough to remind you what you're doing.
The part I like about this.
Any NPCs that are not properly balanced would be farmed and then fixed and the game would be a smoother ride.
Unless I'm wrong Currently killing people while exempted gives you the exp as if you were fighting someone with the same level spread at your level i.e. kill level 35 while exempted down to 34 from 40 would give the same exp as fighting level 41 normal.
Having more powers would give you an edge over a normal level 34 not not an unacceptable one unless the NPCs were already not balanced.
I see no down side to this idea especially if it gives you access to contacts you haven't finished (for those non Oro arcs) and safegaurds and the like. The M/S mission rewards could even be put to Oro rules so if you are re earning a temp power it's at a reduced power.
there is already afeature that prevents you from out leveling safegaurd/mayhems. turn off the xp. you know when they are. and honestly, it isn't that hard to find a team who is running the safegaurd/mayhem missions. same thing goes for regular contact missions. don't want to out level them, turn off the xp. if you don't, you will continue to gain xp and level and pass the new contacts.
there is already afeature that prevents you from out leveling safegaurd/mayhems. turn off the xp. you know when they are. and honestly, it isn't that hard to find a team who is running the safegaurd/mayhem missions. same thing goes for regular contact missions. don't want to out level them, turn off the xp. if you don't, you will continue to gain xp and level and pass the new contacts.
|
And that still doesn't do anything for people who would like to "clean up" on the streets, but actually have a challenge in fighting the enemies in older zones.
where did i say anything about doing it at 50? this is about exemping down to lower levels. you will have 5 more levels of powers when you do this if you are at least 5 levels above what you are fighting when you do this. that is hardly any type of challenge.
|
As the title says - it'd be nice to have the means to lower your level on demand; it would help players with the "neighborhood protector" concept characters, where rewards of experience are desired {powers and enhancement slots} but the actual level increase isn't {outleveling the zone critters}.
It could work by talking to either the trainer or the recon officer for the zone, who would present you with the option of exemplaring to one of the levels within the zone's range. The zone range limitation is mostly for the sake of UI, as it would use the usual dialogue interface, rather than something more fancy, and thus harder to code for.
Suggestions for exiting the self-exemplar mode would be either a} talking to the trainer/recon again, b} a slash command or c} a dialogue box activated by clicking on the XP-circle.
And finally, the reason for the need to talk to the NPC to activate the exemplar would be to prevent exploiting via rapid level scaling - for example, hit a lower-level NPC with a DoT or a pseudopet, then scale down before they die, making them above, your level, and reap XP from a purple foe.
Any thoughts on this?