Hardcore Mode

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

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Anonymous Bosch

Only been back a little while, but found getting to 7 pretty quick and easy on the 2 chars I've had.  Admittedly aided by legendary Quest Crushers though.

Drakill Tannan

Could something be fixed that reduced the amount of XP depending on how much time your character has been logged unto the server since it's last reset? The more time, the less XP.

That way questgrinding for 4 hours would be, say twice as rewarding than grinding for 1 hour, rather than 4 times.

That way people who play 1 hour each day have a chance against thouse of you with too much free time.

Lenthis

..Simply- No, This is instated in other severs and just pisses off the player base. Time = Reward, Just like Risk = Reward.
 
Less time to play, Take more risks, To much time to play, Take less risks.
 
Simple
 
^Do note this is just my output on this^
 
Also, leveling isnt hard, Not Dieng is hard. You just need to find friends you trust, If your a new player all you need to do is rp make some ic friends and then quest. In this questing you must actualy use supplies and spells. People have this odd penchant to not do such and die. <<<< This is what causes deaths, which makes exp be lost and thus causes people with little time to be frustrated beacuse they got one quest in, in thier few hours on and then they die and lose four days of time! Just dont die, and then your time is put to good use.
 
I do support quests growing more in risk=reward rather then reward

Blue41

Grind is grind.
 
I'd personally like to see a few more cases where the risk matches the reward, especially considering the new AI of spawns on quests. Quests are harder to do, exp is less. Not necessarily a bad thing, if you're getting plenty of supplies out of it. However, with champions popping shield/haste/bark left and right, you've got to work a little harder just to get by. Pretty soon you're using more potions than you're getting back, which leads to questing more with less people just to try and break even. And that sounds like something you'd want to avoid if you can.
 
Necessary evil- gotta be supplied to push plots, reward minions, push for recruitment into factions, spark conflict, be somebody. Moar exp is nice. Moar of a reward would be nicer.

Shamtastic

Level 6 can be gotten in two days, with some luck. (2-3 hours questing time, per day)
Level 7 on the third day with some good luck karma in PU groups. After that , it is a slow climb, as it should be.  As far as the OP, I do agree, the quest grind has kept me from jumping back in game of late, but..more so the lack of a decent concept and RL getting in the way.

EfUA_undercover

Quote from: Drakill Tannan;231240Could something be fixed that reduced the amount of XP depending on how much time your character has been logged unto the server since it's last reset? The more time, the less XP.

That way questgrinding for 4 hours would be, say twice as rewarding than grinding for 1 hour, rather than 4 times.

That way people who play 1 hour each day have a chance against thouse of you with too much free time.

Don't forget the people who rp for several hours and then go to do one quest! Would be a kick in the balls for them... apart from the fact that I sense a slight bitterness in the whole post.

Lenthis

Quote from: Blue41;231243Grind is grind.
 
I'd personally like to see a few more cases where the risk matches the reward, especially considering the new AI of spawns on quests. Quests are harder to do, exp is less. Not necessarily a bad thing, if you're getting plenty of supplies out of it. However, with champions popping shield/haste/bark left and right, you've got to work a little harder just to get by. Pretty soon you're using more potions than you're getting back, which leads to questing more with less people just to try and break even. And that sounds like something you'd want to avoid if you can.
 
Necessary evil- gotta be supplied to push plots, reward minions, push for recruitment into factions, spark conflict, be somebody. Moar exp is nice. Moar of a reward would be nicer.

 
Excellent point, a small boost in loot would be excellent.. A Moderate boost in potions in low level quests would be perfect, so people whom die alot can claw thier way up a bit more easily.

Wildlings

Quote from: Shamtastic;231268Level 6 can be gotten in two days, with some luck. (2-3 hours questing time, per day)
Level 7 on the third day with some good luck karma in PU groups. After that , it is a slow climb, as it should be.  As far as the OP, I do agree, the quest grind has kept me from jumping back in game of late, but..more so the lack of a decent concept and RL getting in the way.


I must be doing something wrong.  It took me 6 MONTHS to get a character to 8th level once, and that was before the 'nerf'.  I tend to only quest when it makes sense for my character, and then only the quests that again make sense.  I HATE power questing, now that is not to say that people can't or shouldn't do it.  But, with this, I tend to always be behind the curve. So the 'nerf' hurts me a lot more than it would ever help me. *shrugs*  

As for the OP, it would help people like me, but there is no way to stop the power questers from abusing it.

One_With_Nature

I don't know about everyone else but i've found that with the changes Risk > Reward and its quite a turn off, one of the reasons i haven't been playing as much lately. I've seen too many crazy deaths with the new chages and then minimal reward.

Edit: Oh and with the xp nerfs it does seem like it has got to be a little much. How it was before it was possible to reach 8/9 but it still took a hell of a long time to get there. I've done quests now with the new xp system and recived no xp for killing mobs on that quest and i was 2 level under the max level limit.

Lenthis

I agree with own, the exp nerf has made certain quests ridiculously poor leveling wise, and turned the viable quests even more bland to do and the like. Im a person whom tries to get his chars to a decent level while attempting to  rp in equal portion. But now a days, its more of a excessive grind towards getting to a decent level to further your plot line rather then a lets rp a bit, lets quest a bit. Its a tad like medieval ages atm.

 The rich get richer, the poor get poorer with the nerf. You have high up chars that can just sit about  mostly and enjoy thier high levels and only use supplies on high up quests when they have a safe group. While if your on the lower end, its more of a die.. and work towards getting up, die again and then your clawing back up, suddenly! Pvp caused by your conflicting plot lines, you notice your going up against a char thats been around longer, so long that they have been able to get to a excessively high level threw massive quest spamming you just don't have time with all your dieing and lack of potions, and you get stomped. Its not fun to die to some of the impossible odds were pitted against. You want intelligent spawns. Well then give us worthy loot to deal with the spawns. Give us the potions they don't drink if we kill them fast enough, Give the player base a boost, after boosting the AI, nerfing the exp, and, Making spawns even harder.

This is of course, as the thread is but a suggestion. Players deserve a chance to fight back, and a way to gain exp in a faster if abit more dangerous and/or rewarding fashion. Give more quests a part two, for example. Give trogs a underwater part two, or a part two in granaries where you can do in one of the goblin made tunnels, perhaps more quests like beetles and gnolls give it a bit more variation and more paths to make it more then just the same grind.

Howlando

There has been no experience adjustments to my knowledge for months. Not sure what the "xp nerf" people are referring to means.

Specific example of quests where the risk > reward would be useful.

Lenthis

Quote from: Howland;231287There has been no experience adjustments to my knowledge for months. Not sure what the "xp nerf" people are referring to means.

Specific example of quests where the risk > reward would be useful.

Would you prefer a pm, or a post?

VanillaPudding

http://www.escapefromunderdark.com/forums/showthread.php?t=50670

Although seemingly a joke post, a big hit happened right around here, and IIRC, about a month or two prior there was a reduction as well. There was even another a few months before that (in terms of monster rewards and quest endings)

Quests heavily influenced by potion chugging NPCs / xp that fail to reward for their risk often enough are -

Orcs part 1 (also reduced to 8 max)
Gnolls
Flayer temple

I'm sure there are more but I have not had the chance to see many of them since that change.

Nuclear Catastrophe

Quote from: VanillaPudding;231290http://www.escapefromunderdark.com/forums/showthread.php?t=50670

Although seemingly a joke post, a big hit happened right around here, and IIRC, about a month or two prior there was a reduction as well. There was even another a few months before that (in terms of monster rewards and quest endings)

This was because of a real bug ingame that allowed characters to get more XP the further they were from an NPC kill.

That was fixed.

VanillaPudding

Well, around that time of the fix there was a heavy nerf on melee xp as well. I always received the same whether I was at range or in melee prior (on my last pc, a melee cleric), but then got far less after it and, as I recall, the same at range and melee.