Double exp? No please. I would not be against very limited bonus exp weekends (not double, but maybe 25%?) to celebrate large community events or accomplishments. As some others have mentioned, a small rested experience might be a better option to help those who haven't been able to login for a while have a small degree of catch-up incentive, but again, I would want this to be pretty limited.
Nay.
Nice to see such consensus so far.
As has been said it sucks to feel pressured to play for the bonus, to feel slowed down after the bonus, to outlevel content you otherwise would not have, to speed up exp in a game that is supposed to be slower old school leveling.. No thanks
Other bonuses must exist that aren't game breaking though I'm having trouble here. For example a Climbing skill buff could have the same sort of short-cut / undercut a player whom has worked hard to raise their skill and now you get to that node/station/rare mob for free, that's not fun for those that worked for it the normal way. Perhaps a run speed buff would be ok for a short time? The increased drop chance that was mentioned at least is related to the content you are already farming but it shouldn't apply to raids.
I mostly agree with what others have said. I do think rest experience is fine as long as it is a small boost and if people do not want it a way to turn it off. Or as in other threads I have asked for the ability to turn off all experience gain.
I think were I mostly stray from the pack is later in the game’s life. Once I have at least one max level if not many max level characters it can be nice to level up a lower level alt faster. It could also let new players catch up to the main server populations. Anyways I would not rule it out for ever but I definitely would not want to see it early in the game’s life.
disposalist said:Can I ask you a question in return? Why would VR have double XP events?This is a good question. It seems to me one of the major hurdles of an mmo is keeping up with players consumption of content. What would you hope to gain buy letter players skip though content faster?
randomrob82 also brings up the psychology of feeling like you have to play or you miss out. I am learning to recognize that feeling in games and I’m finding that a lot of the times that feeling leads me to bad habits. As I better understand the impact is has on me the more, I am resisting. In some cases, I drop the game all together. A lot of phone games use this kind of tactics but normally a lot worse.
This is one of Kilsin's "Community Debate" questions, he's said before they have nothing to do with them wanting any real answers, there just to keep us busy so one of us don't start some hate thread like Vertical Poles.
I'm joining the main group here with a no to double experiance, or even any extra experiance.
But I'd also like to point out the general concensus in this thread, as well as the thread about turning experiance OFF and what that says about Experiance being the only loss in the death penalty.
I dislike the double xp system to level faster, such as WoW, log out in an inn to gain bonus xp. I am hopeful Pantheon stays true to the idea of adventuring not being about racing to max level. Fingers crossed level scaling is slow to allow a wide range of players to group together. If the bonus is for mastery xp only, as a way boost the part time players so they can gain part of their masteries a little easier year to year that is perfectly fine with me. I don't see mastery the same as levels. Lets say the average player takes about 1000 hours to level and max grindable masteries but you gain a weekly bonus shortening that to 800-950 hours depending on the rate people are grinding xp. Lets say you have an expansion every year, this makes it so the hours per week played falls to 15 hours a week instead of 20. No lifers would still be getting to the "end" in a few months.
Again, this should only impact grindable mastery points. They mentioned having hardcaps for sources on mastery points. People would still have to quest, buy/farm drops, and do whatever else is needed.
With that said, in the future if and when low level zones are all but empty, I could see having additional xp or drop rates in rotating low level dungeons or low level zones to go along with mentoring. It could be a system for leveling up when groups are extremely hard to find at low levels. A way to help pull the alts and new players together. In a group based mmo low pop will really hurt the game. This should not be anything at launch though and I would hope there is a better way to funnel low level players if it becomes needed.
No.
I get the financial benefits of this strategized method of marketing.
But it hurts the tenets of this game. So you're actually destroying your own game identity by doing so.
As a plus: I think you'll attract more players with the motto; Pantheon the game where the focus of "double exp" is in the replayability and personal journey. (not the most catchy motto, but you get what i'm saying)
There is a good chance you'll be attracting players with the correct attitude when you're broadcasting that this game does not and will never have double xp events. And it's those players that will form and maintain that long(er) lasting community base. This was one of the goals, you're aiming for. And what this games' overall design seems to lean towards, in the first place.
I suppose it would have to be for a specific purpose...say Alpha testing...hell, in that case quadruple XP with a reset at beta :P
All kidding aside, I liked EQ2 most when I started playing in early 2005...I don't remember having XP bonuses....maybe there was a small rest bonus, but it wasn't too fast? And there was a death xp tax which much of the time I worked at reducing lol.
I wouldn't go full double, but if the death tax is large enough to cause de-leveling type behavior, maybe increased XP under those circumstances?
***edited***
I had to edit when I realized I missed this post...GM hosted world events, def going to be popular with us I think...if you need more new folks. though it might be harder to make the one-line slogan for advertising those events...
EppE said:.... If we're doing events I'd rather see GM events with special spawns or other things.
No bonus exp please. None from "rested" exp, none from mentoring, none from consumables, none from being in a specific zone, none from special events.
The only exception I'd make for bonus exp, maybe would be from being in a full, 6-man group. That way it encourages people to allow the poor sap who can't find a group to join, instead of just keeping their 5-man group saying that they'll get more exp if they don't have to share with another player (I've seen it happen in classic EQ). A SMALL bonus, just enough to make it worthwhile to have a full group over a 5-or-less-man. And just having 6 people alone to kill faster (making exp come faster) isn't going to make a difference, as most likely you'll be waiting on respawns anyway in a grind group.
Nay.
Please don't do x2 experience events. If you do decide to do a experience boost event, make it around 5-10%. Pantheon shouldn't be a race to level 50, it should be a community gathering around a fire to tell story's and discover the hidden places of Terminus. Also limit the events to major thing's like the games anniversary.
NAY
You'll kill your game shelf-life faster than creating content and you'll run out of idea then you'll just be pushing same o'l content with different skin *cough* FFXIV.
edit: after 7 - 10 year maybe..
100% yes and in these areas....
1. Sell it in a cash shop, its not pay to win. Someone who gets to end game faster and someone who gets there slower are equal in the long run. And frankly I want to see Pantheon make enough money to keep making content. Convenience items should be part of that.
2. Have regular events that have exp x 2 for a week or two. This helps get people playing and content filled. I would even suggest theses event have gold x 2 drop.
3. Have gifts come as you level. Finish some big story or drop some boss for the first time. In game mail from some noble or what ever ties into the lore for that. With the mail could come a gift of wisdom or what ever you want to call it that gives 2 x exp for 24hrs. This would get people involved in content to help level faster.
I don't think Double XP is warranted for a new game and by new i mean something that is 3-5 years old. And factors have to be taken into considerion such as the amount of content and how long it takes to level. I feel like EQ does use double xp alot but it helps speed up the leveling because of how much content their is for such an old game.