Removing the Level XP Cap

Share an idea or post some constructive criticism for the server.
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Tailos
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Re: Removing the Level XP Cap

Postby Tailos » Sat Apr 06, 2019 12:14 pm

Kilaana wrote:
Sat Apr 06, 2019 12:05 pm
The level 3 character can still play a good role in a story with other level 8 characters.
Well, provided it's not fighting off demons... Broadly agree though.

As mentioned on Discord, my general opinion would be to see RPXP at a minimal amount (1xp/hour was bounced around as a hypothetical), removal of the hard cap but an overall cap on running dungeons over and over. Adventuring should rightly give more XP, but I'd hate to see all new PCs rush to max level just to "keep up" with everyone else. Equally, I'd hate to see campfire RP become the only option due to lack of reward for adventuring.

But I may be biased as a mostly social RPer.

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Kilaana
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Re: Removing the Level XP Cap

Postby Kilaana » Sat Apr 06, 2019 12:37 pm

Appreciated, although re: demons, there's more than one way to skin a cat, as they say...

Nonetheless, points noted all above.
“How long is forever, Rabbit? ...Why, Alice, sometimes just one second.” ― Lewis Carroll, Alice in Wonderland

Kallian | Delorwyn Lle'quellas | Wilhemina Alencar | Zalika Maszim Zartusht

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Talisman
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Re: Removing the Level XP Cap

Postby Talisman » Sat Apr 06, 2019 3:19 pm

Kilaana wrote:
Sat Apr 06, 2019 12:05 pm
May I ask how storylines are affected? Playing part time or full time is dependent on the player. Xp does not limit a story, but imagination does.

Regardless of cap, storylines can still be executed in an enjoyable fashion. The level 3 character can still play a good role in a story with other level 8 characters.
I don't think CluelessNoob was suggesting storylines are affected by level, but by players taking a break from TER; being on and off. Of course that would disrupt storylines they're involved with. And my original point is that the xp cap as it currently stands actually reinforces being an on/off player.

As far as level and storylines goes, that's all just personal preference. For instance, I avoid involving my level 8 characters in storylines that are dominated by lvl 3's because I don't want them to trivialize any danger or battle they're supposed to face. For similar reasons I avoid bringing a level 8 to a dungeon party of level 3's. This means that my lvl 8's tend to sit on the shelf until characters start to get closer to that end game, which with our cap as it is now takes about 11 months.

That's assuming people actually grind out the cap as soon as it resets, which is really unlikely because every 3000 xp you're encouraged to take a break again, and each one of those breaks have a chance of being more than a month long. Not to mention you're likely to lose several weeks more with untimely resets. If your cap is scheduled to reset the day after the server resets, then you're out of luck.
blatob wrote:
Sat Apr 06, 2019 11:59 am
I would consider lowering the XP in dungeons/exploration to 10% of current value in such case.
10% of the current value but removing the cap would almost definitely slow leveling down, and you're putting much more emphasis on a "dungeon gate" to xp over a time gate since you'd have to grind dungeons 10 times as much as you are now. Doing dungeons 10 times more than you are now would limit characters that make it to level 4 even more than today because TPK's tend to be fairly common at low levels, and now that probability of perma-death has been shot up (without dungeon rebalancing anyway).

This all said, there is definitely a solution here where dungeon xp is lowered with the cap removed to keep the leveling pace at a desirable level. This would allow people to progress still without waiting a month + a reset to do so. I don't know what the Goldilocks % reduction to the xp would be to achieve this pace, but my engineering judgement tells me it's not 90% haha.

I also like LW's idea of breaking down the xp cap from 3000/month to 100/day so that it increases more frequently and gives people something to do after every reset rather than waiting the month. I just think there's more elegant solutions to encouraging a slow leveling pace than making a month+ long time gate where you're in progression limbo every 3k xp.

Dogo
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Re: Removing the Level XP Cap

Postby Dogo » Sat Apr 06, 2019 4:20 pm

My 2 Sardil's for what they are worth, and with the obligatory warning/reminder that as a new player, I may have missed some basic design concept, part of server culture, etc.

From comments in the Discord and ingame, it seemed to me that when I created my first character it happened to be when some veterans also had created alts, and some new blood had come to the server as well, around the same time. Between that and the exploration my character did by himself (helped a lot by Stealth, but still always dangerous), he got to meet other characters, expand on his own story (and hopefully theirs too), get the GP for at least a few more RP items, and both he and I got to see some areas of the beautiful module.

Since at the time the Player List still showed levels, I had noticed most of the PCs he was interacting with reached level 3 a little before he did, and their players were now on alts. My own character hit level 3 and I kind of got the hint I should do the same (server culture and all that). At least to me, while I enjoyed creating the new character a lot, enjoy the character himself, and enjoyed the new round of PCs I was interacting with, I kept thinking I would rather be exploring more of the server with my first character, expanding his still very fresh story in TER while learning about the module myself. That was made hard IMHO by the fact that, even though the builders did a /great/ job using placeables and yellow text to warn us, exploring solo can be deadly, easily. A non crit from a Roper (yeah, placeables and yellow text, /now/ I know) nearly ended my character. Even with a party, at level 2, one beetle spit and he was down. I want to explore, I like the danger and low level and magic, but at least in my previous experiences, it worked better when characters consistently worked and progressed together.

I guess what I want to say is, I do feel a bit annoyed by the "No Reward, come back in a month" yellow text, but what makes me the most dubious about my being the kind of player that TER expects is the culture that the XP cap creates (at least IMHO). Which is play until you hit it, make an alt, rinse repeat. I am not judging the playstyle of people who do or enjoy that at all, it's just something I tend and prefer not to do.

Hope it helps in the discussion in any way, thanks.

Mitch
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Re: Removing the Level XP Cap

Postby Mitch » Sun Apr 07, 2019 2:51 am

Personally, I do not enjoy making many alts just to get a feeling of progression. I like focusing on one character at a time, but I get that some do not feel the same way. It's understandable that this is a low level server and that getting 3000 xp can be rather fast, but I think it is best to look back at the rate XP is gained and tweak that, rather than gate players for being too fast. In my opinion, I think the best course of action is just lower the amount XP is gained substantially and cap XP gained through repeated encounters.

If you are to keep the cap, I wouldn't mind so much if there was RP XP to let characters slowly progress through it. However, I think 100/day after the initial 3000 would be much better than 3000/month.

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CluelessNoob
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Re: Removing the Level XP Cap

Postby CluelessNoob » Sun Apr 07, 2019 10:59 am

I meant to say that storylines are affected in IF as player is online. Following that reasoning it'd be a negative if the player is not online because they have little to gain from being so.

I'm sorry if I word it mistakenly. I find I have great difficulty with the English language to voice my thoughts.

To summarize. If a player won't log on because they've maxed their potential for progress (for a month) then they'll also won't be online to develop their character's story.


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