Hardcore Mode

Started by you axed for it, March 26, 2011, 04:10:32 AM

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you axed for it

I suggest the implementation of a hardcore mode.

The exact mechanics of this risky mode would be left up to DMs of course, but for a baseline I'd suggest earning XP at the rate of a PC one level below.

Why? Speaking for myself, I hardly play EFU these days because my RL time is limited and the quest grind just really irks me. Spending huge amounts of time everyday for a week or more repeating the same quests I've all done literally hundreds just to be able to reliably forward ambitious plots sort of just kills interest for me. And, without naming names, many others I know including some DMs!

I think this mode, which would be a riskier but faster way of levelling up for confident players like most of our veterans qualify as, might reinvigorate alot of interest.

Spiffy Has

No. Those who DO have time and are good questers will abuse this function

VanillaPudding

I have a feeling this will get instantly shot down but hopefully not. There have been so many XP cuts just to prevent "useless high levels" that it's become a headache to try and progress to an acceptable point to really generate a good amount of conflict. Protagonists and conflict generating PCs quite simply need to be mechanically equal or stronger than their foes to succeed in being interesting, sorry forum warriors.

I would much rather have two of seven level 10s being interesting than zero of two that semi-retired because they have no challenge from their opposition outside of NPCs. I would much rather have a handful of level 7s and their groups generating conflict rather than one at a time. I'd much rather people spent more time on the lengthy higher-end dangerous quests than they do "farming" a Troglodyte cave, Granary, and Harpy nest.

Money's Dew

I truly hate questing. I hate it so much, but I have to if I want to get to a level where I can back up plots.
I simply want to be able to get to at the period of 6-8 and stay than powerquest everyday like many of us have to.

Ebok

Champ Chosen of Orcdom have made this mode standard practice.

Its called, die.

And VP, high level quests requires you to also be of a decent level. Farming those quests can only occur if everyone is dying all the time. Which would indicate that this suggestion is less relevant, then it already is.

Knight Of Pentacles

Yeah, I've noticed the xp rates are a lot lower than what they used to be.  Haven't been able to get a single character over 6 in months. And Ebok, yes, the invis ganking Chosen of Gromthar (or w/e) make the orcs quest totally unrewarding.  Either make the Chosen weaker or increase the xp gain or loot gain.

Ebok

Im not worried about random spawns, to be perfectly honest. Those happen. However death is far more common now then before Mort's update, as intended. Many things that were tough before will kill people.

Efu is hardcore mode, all the time.


Edit::
The quest grind is really getting old however.

Random_White_Guy

The Grind is always the grind. Try mixing up the quests you take. There are dozens on EFU people can take!

I have always dreamed of being able to apply for a level 8 from day one but truth told while the grind does suck you don't have to always adhere to it.

Proactivity and interesting concepts draw DM attention which can get you up the ladder. May take more than 2 days of HARD XTREME CRUSH, but it's infinitely more amusing I think.
[11:23 PM] Howlando: Feel free LealWG
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[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Egon the Monkey

I agree that the risk-reward balance has be shot way out of whack by mobs using potions more and being better equipped. It's made quests where they do this trick far less attractive, especially Orcs which seems to have been loot nerfed too.

I would prefer to see more scaling added to lower level quests and the level cap moved up. For example, open up Jergals and Goblins Part 1 to L8 PCs, but increase the spawn power if a couple turn up. If quests are available to a greater range of levels, it stops the grind of people doing the few profitable quests at later levels. The L8 XP nerf that kicks in should counter the effect of spamming. Make it easier for higher level PCs to get supplies and entertainment value from quests, if not XP. It sucks if you feel you can't do anything with your faction because a bunch of you are a level or two higher than the rest.

Making it harder to reach higher levels by whacking the challenge up in a few places without boosting the reward just promotes uber quest teams that go hit one querst for healing, then one for gold, then one for potions. Allowing more questing that provides fun and loot, if not XP means that a successful non-powerquesty PC can enjoy wrecking the odd quest alongside his allies.

derfo

agree with OP, i would like to believe what RWG is saying but you simply need levels to back it up now

xXCrystal_Rose

QuoteNo. Those who DO have time and are good questers will abuse this function
What about those of us who have lots of time but are -terrible- questers or plain bad with mechanics? *pouts* Quest grinding then becomes not only unrewarding, but very stressful as well. Yea... there is too much potential for a system like this suggestion to be abused.. but it would be cool if it were possible.

FlowerEatingElf

I, for one, welcome the new wave of week-old, level 11 wizards/sorcerers.

Lenthis

I would suggest just making quests to have more spawns and the like. You don't need more exp, but more foes. You don't need hardcore mode if instead of one trog elite milling about alone in the halls of some cave, its an elite with a shaman and 3 lower ranks in a group. There needs to be more spawns to introduce more risk and "reward" make hero spawns that are weaker in lower quests so players that are new and old get the ability to learn how to combat stronger mobs and make the bosses, actually buff up and potion chug. Also note, when I say this they do not need to have hero loot, but perhaps a small cache of potions if you kill them fast enough which will be reward for lower levels rather then OP hero loot for their lower level.

Players want more exp, in relation to the greater difficulty, well then give them the chance by making monsters in greater bulk rather then finding on or two stragglers. Also, Make monsters worth the same as they are in quest areas. I have noticed that an orc outside of the orc quest gives an extremely lower amount the one in the quest does. People will be "Oh noes don't do this, they will teh farm"
Farm? When you only see 3 orcs in the middle of a field and they suddenly chug invis and smash you, I doubt you will decide to go hunting creatures that not only now know how to invis gank, but also buff up.

The Beggar

I love the Grind.

If Grind gets boring, add a little Bump for spice.

Howlando

I don't think it's desirable to reach level 10 in a week, but correct me if I'm wrong but it still does seem level 7 is pretty manageable in a short period of time.

I'm definitely sympathetic that it gets tedious to do the same quests. I do promise this is being worked on, and in the meantime I'm going to go through and make some of the less common quests a lot more rewarding.