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Community Debate - Double Exp...

    • 9115 posts
    June 15, 2020 4:15 AM PDT
    Community Debate - Double Exp...Yay or Nay and why? #MMORPG #CommunityMatters
    • 2756 posts
    June 15, 2020 4:24 AM PDT

    On the whole: Nay.

    I think anything that artificially accelerates progress isn't really a 'gift' to players. They will just push by content they would/should have enjoyed and get new skills before they mastered their existing ones.

    It also encourages the 'race' as a 'good' thing and I don't think that is a healthy ideal either.

    To try and be positive though... Maybe you *could* apply extra XP bonuses to encourage 'good' stuff?  Only if you group up?  Only if you visit certain zones (that aren't receiving the attention they should)?

    Hmm, even with that, I'm just thinking you should probably address the reason why people aren't grouping or visiting that zone rather than offer an artificial incentive.

    Can I ask you a question in return? Why would VR have double XP events?


    This post was edited by disposalist at June 15, 2020 4:25 AM PDT
    • 47 posts
    June 15, 2020 5:07 AM PDT

    Well here we go, i think there is as meny opinions here as there is people. So here comes mine:

    Personally I agree with most of the sentiment of Disposalist, with a but though..
    I think it's good or even ok to give people that can't play every night an chance to keep up by giving them a exp boost in some form.
    The form of exp boost i have seen and liked the most so far is from WoW classic, where you got "resting" exp from being logged out in a tavern, i think the concept was right, though i think it would be better to be a bit more tough on it and f.eks. say that people get one hour of 10% exp boost for being offline for 24 hours, or something like that, but where the boost is small enough to keep people that want to play all the time playing, but big enough to let the people that can't because of family or jobs have a feeling that they are also cared for.

    All numberes in the above is just rough ideas and are not to be taken as set amounts.

    Hope you all have a lovely summer so far, stay safe.

    • 139 posts
    June 15, 2020 5:55 AM PDT

    I think it depends on the context. Faster XP for classes seems unfair while Extra XP for resting your character seems like a good way to keep player characters together in terms of XP. As for Double XP for just playing the game as an incentive to play I'm not sure. It seems a bit artificial. 

    • 3852 posts
    June 15, 2020 6:15 AM PDT

    In general - no. Not in a game where a core objective is to slow progress and not to want a high percentage of the player base at maximum level. Bonus experience reinforces the concept that the game begins at level-cap and "endgame" content is all that matters.

    For special events, welcome back weekends, and the like, give away cosmetics or other things that do not push us towards maximum level.

    Rest experience is a reward for not playing. I am not sure why we want to give an incentive not to play.

    Given how long it will hopefully take to reach maximum level I could see a system like EQ2's veteran bonus - a small benefit to characters on an account after one or more characters hit maximum level. Just to reduce the grind of doing it all over again.

    • 500 posts
    June 15, 2020 6:20 AM PDT

    No bonus xp of any kind should be handed out.  All xp should be earned imho.

    • 1291 posts
    June 15, 2020 6:21 AM PDT

    Nay.  Unless it is extremely rare and a very specific reward.  I don't want a "double exp weekend" once a month or a "double exp token" you can buy in a gift shop.  There are two problems in my mind.  I don't want double exp to be the norm because when you're NOT doing double exp you feel like you're wasting time which can ruin the fun in the game.  Problem two is player A typically plays certain hours and gets to level 20 during those hours.  Player B is available to play during "double exp events" and gets to level 20 twice as fast just because he has a more flexible play schedule.  

    When would I think double exp would be cool?  Maybe a reward in-game for something that every player could potentially access.  Maybe a "blessing" of some kind from an NPC that was very limitted in how often it could be granted.  Maybe if you sacrificed some rare item (rather than selling it in the open market) to the NPC you could get the blessing.  Maybe as an incentive to spend X amount of time serving the community in-game.  I'm not sure though, those are just quick ideas off the top of my head that seem to feel OK.  But in general, nay.


    This post was edited by Ranarius at June 15, 2020 6:25 AM PDT
    • 521 posts
    June 15, 2020 6:45 AM PDT

    No.

    I’d prefer Progress be slowed as much as possible. It’s my opinion that allowing players to reach max level unnaturally fast hurts the lifespan of the game.

    *I’d prefer to see hard limits on max achievable levels based on how long the game has been online. For example, for the first 6 months max achievable level of 10, 1 year for level 20, making level 50 after 2.5 years in this example.

    • 1785 posts
    June 15, 2020 7:27 AM PDT

    Nay.

     

    It focuses players on the destination, rather than the journey.  It often leads to players outleveling content before they've completed it.  In every game that does this if I have a way to turn off the bonus, I do so.

    If you want to do something nice and special for players from time to time, there are better and more engaging ways to do it.

    • 2138 posts
    June 15, 2020 7:48 AM PDT

    Nay

    I would rather see increased drop rate on uncommons / rares or increased spawn rate on named creatures. 

    Or if there must be nerfed items, a reappearance of said nerfed items for a small amount of time- with the random spawn idea this should prevent MoB lockdowns, with an active Dev pressence, this could mean the earring of living slime could drop off the same level mob but different creature in Mistmoore! and then again in Cazic thule, but off a Tae Ew the next time!

    (*watches the hoards of trundling RMT'ers evacuate one area and rush to a next, never keeping up, while the small good and humble adventurers, one toon per player, discover their prize as they roll it off among themselves*)

    • 2419 posts
    June 15, 2020 8:09 AM PDT

    Kilsin said: Community Debate - Double Exp...Yay or Nay and why? #MMORPG #CommunityMatters

    Absolutely and unequivacably eff no.

    THere is already a large contingent of the gaming population that whines about leveling too fast, that content will be consumed too quickly.  To add in any thing that would allow players to earn twice, or any additional XP beyond that of the default for a given mob, would serve no long term purpose.  People like me who will level quickly as it is will benefit greatly compared to the person who can only play sporatically or only in small chunks of time.

    So no, don't be stupid and put in XP potions, or XP weekends or any of that junk.  It is not needed.

    • 287 posts
    June 15, 2020 8:25 AM PDT
    When I did EQ timelock servers recently, those double xp weekends on holiday weekends just forced me in front of the computer to grind long sessions or I felt I missed out on the event. Not a big fan of this. I am ok with the "rest xp" bonus that was implemented in EQ2, so long as its only a 25% xp bonus for your first X amount of xp gained.

    One thing I really liked about EQ2 was their bonuses for having a subscription. I think there was a 3 month, 6 month, and then every "birthday" there would be a cool new thing you would get. Putting an xp potion in those packs that lasted for 3 hours would be a cool rare bonus to give people
    • 48 posts
    June 15, 2020 8:32 AM PDT

    Nope here. Nothing really to say that has not been said, not a fan. Also no rest bonus, EQ2 always felt like it dragged when that went out, would rather not have had it.

    • 7 posts
    June 15, 2020 8:35 AM PDT

    Double XP only limits the wow factors of those who have worked together with their group for days on end to get a special item and as a result, leveled their character in response to working so hard. If an event came out after a ton of groups ventured out to get a special item and everyone went up two levels or such and in two weeks time or such an XP event came up and other people did the EXACT same work as the aforementioned group and got even high levels, well to me that's just bull. Earn your right to your high levels I say.

    • 2752 posts
    June 15, 2020 10:22 AM PDT

    Hard NAY. 

     

    Rested XP should not be a thing either.

    An understanding that player involvement is required for progression. All actions (or lack thereof) should have consequences. Positive actions should be rewarded. Apathy or lack of action should not be rewarded with bonuses.

    • 1484 posts
    June 15, 2020 10:49 AM PDT

    Why so ? I f levelling and getting stronger is the core of the game, why should it be shortened at some intervals, or even under some conditions ?

     

    Hard no.

    • 903 posts
    June 15, 2020 10:52 AM PDT
    I vote no. I'd rather see events like "Undead Weekend" where zombies start spawning everywhere and we must work to protect the villages. Or it could be visual: "Aurora Weekend" where the night sky is filled with an aurora.
    • 39 posts
    June 15, 2020 11:41 AM PDT

    If there is double XP I feel it should only be available in the cash shop for purchase - presumeably we know the likelihood of P2W stuff in the cash shop.

     

    I do like the idea of a small to moderate "resting" XP bonus.  I don't think it should be quite as strong as what you see in WoW but I do like the thought of coming back after a while and being able to get that ding a little quicker than normal.  A bit of positive reinforcement - get the dopamine flowing and hopefully stay with it more.

    • 7 posts
    June 15, 2020 11:56 AM PDT

    Counterfleche said: I vote no. I'd rather see events like "Undead Weekend" where zombies start spawning everywhere and we must work to protect the villages. Or it could be visual: "Aurora Weekend" where the night sky is filled with an aurora.

    This would be encourage excitement and not grind; although, I am a fan of the grind myself. If all a game does for XP events is do double XP and everyone just grinds, then what's the point. Having envents where a common goal for the world is put forth, then we work together and destroy such hinderances on the towns we've grown to love and know. We also, get a sense of justification on our leveling. Having the abilitiy to say I got here on my own merits, strategies and teamwork means so much more to a player then... yea I got more then half my levels via XP double events.

    • 6 posts
    June 15, 2020 12:14 PM PDT

    I feel a game is in trouble with subscription numbers when it introduces double experience weekends.  I'm an explorer, if the game has more content then I can see with one character then I don't want to artificially level past content that I could have experienced.

    • 96 posts
    June 15, 2020 12:53 PM PDT

    I would agree with the other comments on this thread and say no. After thinking that I would like the idea of periodic XP boosts or even the rested feature, I believe I would appreciate my characters more if I earned all the levels the "standard" way, rather than with an XP boost. 

    • 305 posts
    June 15, 2020 1:45 PM PDT

    I think it'd be cool if the xp mods on zones rotated every so often

    • 159 posts
    June 15, 2020 1:54 PM PDT

     

                     Nay.

    • 122 posts
    June 15, 2020 1:57 PM PDT

    I would say nay, double exp gives the idea that the goal is to reach endgame as fast as possible.  From what I've gathered that goes almost completely against what Pantheon stands for.  If you were to do it I would save it as a once a year kind of event, to make it extra special.  Or maybe save it as a gm event that lasts only a couple hours at a random time.

    P.S.  Sorry, I know this was said many times, just thought I'd give my 2c as well.


    This post was edited by Morraak at June 15, 2020 1:59 PM PDT
    • 523 posts
    June 15, 2020 2:18 PM PDT

    Nay.  No.  Hell Nay.  Hell No.  It's about the journey right, so keep anything that fast tracks the journey out of the game.  Also, all making double xp a reward does is make it clear the goal is to get to max level as fast as possible.  Keep the levelers spaced out, make it clear that casual gaming is fine, and if it takes a very long time to make max level, well, that's okay.  Again, we have years of data on this, any type of rest xp or xp bonus makes the entire game about end game raids.  WoW got away with it because the end game was extensive, but I'd still argue it diminished the journey and replayability as everyone just zipped right through to max level.