Forums » General Pantheon Discussion

How do you like to earn experience?

    • 388 posts
    July 19, 2021 10:36 AM PDT

    starblight said:

    Edaemus said:

    Definitely killing mobs. I prefer to have quests be more meaningful than just simple experience.

    Completly agree.

    Agree here. I want to level up my character by playing my character. I don't mind quests that flush out Lore but I honestly just want to play my character.

    • 458 posts
    July 19, 2021 12:30 PM PDT
    I want xp to come from combat. If its tied to anything else, it makes those things go from being fun to being a grind. For example, if we get xp for exploration, it changes exploration from an open-ended adventure where i go wherever I want into a checklist of places we go to then immediately leave as we continue in our pre-planned route that's been optimized for time. If i know everyone else will explore all the same places, it stops feeling like I'm actually exploring.

    I also want to diminishing xp by mob type and location to encourage variety. And I really prefer to fight bad / corrupted / undead NPCs. I really don't enjoy killing all the native megafauna.
    • 2914 posts
    July 19, 2021 2:16 PM PDT

    Counterfleche said: I also want to diminishing xp by mob type and location to encourage variety.

    This sounds somewhat at odds with the statement made above it. If players are forced into roaming often to fight different things in order to not suffer lowering exp rates then does that not diminish the joy of choosing ones own adventure/path? Does it not make gaining exp some kind of pre-planned route wherein players all experience most/all areas in the same way, following the same loop(s) of mobs for any given level/area to keep exp rates up? 

    Seems to me forced exploration/variety for gaining experience is a negative, it should be up to the individuals to choose how/where/what without a heavy hand trying to shove them any specific direction.


    This post was edited by Iksar at July 19, 2021 2:17 PM PDT
    • 458 posts
    July 19, 2021 2:42 PM PDT
    @Iksar, It depends on how quickly and by how much xp decreases. I agree that if diminishing returns are too harsh, that can cause problems. I see diminishing returns as being fairly gradual and not diminishing too far. The idea is that its a check against teams mostly sticking to the same few 'best xp rate' spawns. No game can be perfectly balanced, so we need a mechanism that adds balance automatically. This adds variety by keeping enemy mob types fought much more varied.

    I think diminished return penalty should max out at around getting 90% xp/hour compared to a non-diminished return. This is enough to motivate many to mix things up but it doesn't prevent a group that really wants to stay from still getting fair xp return.
    • 387 posts
    July 19, 2021 2:49 PM PDT

    I am tempted to post about diminished return idea but I feel the original post is important and would rather not detract from it. Counterfleche any interest in posting your idea as a separate thread?

    • 1219 posts
    July 19, 2021 3:12 PM PDT

    Iksar said: If players are forced into roaming often to fight different things in order to not suffer lowering exp rates then does that not diminish the joy of choosing ones own adventure/path? Does it not make gaining exp some kind of pre-planned route wherein players all experience most/all areas in the same way, following the same loop(s) of mobs for any given level/area to keep exp rates up? 

    Seems to me forced exploration/variety for gaining experience is a negative, it should be up to the individuals to choose how/where/what without a heavy hand trying to shove them any specific direction.

    A diminishing return can be implemented in various ways. It could reset after a relatively short time, rather than being a permanent diminishment for MobX and/or locationZ. Just enough to encourage fast levelers to give up a camp after a period of time, rather than holding it for days/weeks as the 'best' spot for XP for X number of levels.

    It might also help the issue of people monopolizing camping spots in a more immersive and less heavy-handed way than any 'play nice' rules about how to share content.

     

    • 252 posts
    July 19, 2021 3:23 PM PDT

    By killing mobs, Quests can give XP, but not a high ratio to the mobs like wow. Kill 10 tigers for 400xp and get a quest reward of 2000xp, maybe the reward is simular to the xp of killing the mobs, for those sort of quests. Maybe higher for quests where there is more detail and time needed to be spent on it. Or just an item only from doing the quest.

    • 739 posts
    July 20, 2021 11:10 AM PDT

    Killing mobs.

    Quests to kill 15 animals are every bit as repetative as a camp. Atleast the camp has randomness and excitement thrown in like whether or not you spawn the rare mob, or your group dies.

    I personally prefer the idea that the perception quests give lore, money, and cool stuff over experience. I can get my sense of accomplishing a greater purpose just fine from that.

    I'm certainly not against some simple, repeatable quests giving experience, though.

    I highly doubt VR will manage to convince many of their most hardcore uber guilders to not level as fast as they can. Crushbone belts from Everquest 1 are a good example. Possible experience gains from loot gives monetary value, which allows more casual players to get that early income to buy their spells and abilities.

    It also can cause higher levels to go to lower level areas and, so long as there are methods of preventing overcamping, foster positive interaction between higher and lower levels.


    This post was edited by BeaverBiscuit at July 20, 2021 11:14 AM PDT
    • 151 posts
    July 21, 2021 5:45 PM PDT

    Wellspring said:

    How do you like to earn the bulk of your leveling experience -- as a quest reward or from killing mobs?

     

    After recently jumping into New World and hating life...

    I want to travel somewhere, setup a camp, and pull to / around the camp. Much like I do in life when I go climb, we setup a camp, we do things around camp until we pack up and move to another wall. Much as I did in EQ, where I would go to Nro, Oasis, or any other zone. For dungeons, I either want to end up pulling to a camp or crawling through slowly. The days of trying to get to the back of Seb with a full group (or getting a replacement from half way), those were fun days. Real people solving real problems, not relying on mechanics.

    Playing New World the past two days reminded me that I just can't play a game without the above circumstances. The idea of doing quest rewards, running to a quest location, killing a few things, running back... Ugh. I want to travel with adventure and socialization, not run grocery trips.


    This post was edited by Rogue at July 21, 2021 5:46 PM PDT
    • 337 posts
    July 21, 2021 9:49 PM PDT

    I suppose with my name being Questaar it would be obvious, but I love questing.  I love going from place to place talking to people, finding clues, yes, killing mobs, building things, making things.

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    • 9117 posts
    July 22, 2021 3:33 AM PDT

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    • 22 posts
    July 22, 2021 4:05 AM PDT

    Killing mobs, some camps but lotsa dungeon runs.

    • 8 posts
    July 22, 2021 5:40 AM PDT

    Rogue said:

    Wellspring said:

    How do you like to earn the bulk of your leveling experience -- as a quest reward or from killing mobs?

     

    want to travel with adventure and socialization, not run grocery trips.

     

    Perfect analogy for me. I am not a delivery service. I like meaningful quests. Epic quests. I want the exp to be meaningful for those quests as well, but I really just want to camp or dungeon delve for that sweet sweet exp and loot. 

    • 19 posts
    July 22, 2021 7:04 AM PDT

    quests first, then mobs.

    • 11 posts
    July 22, 2021 8:12 AM PDT

    60% from grouping

    20% from solo killing

    20% from Questing

     

    It's important to have soloability until you can get a group then that will speed up the experience you gain, so yea thats my prefered spread.

    • 118 posts
    July 22, 2021 9:31 AM PDT

    Killing mobs mainly, but also exploring and discovering the world, there should be an exp bonus for the first 100, 200 or + mobs you kill in a zone and also when you discover new zones or points of interests.