Post:New TDP Method - 10/02/2012 - 23:51

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Re: New TDP Method · on 10/02/2012 11:51 PM CDT 3455
>>Ohhh, I like that idea. Might be a mechanical nightmare, but I like it.

Yes. Yes it is. Not happening because of that :G:.

>>but it's simply absurd to say this game is anything but a jumble of interactions between calculations - You know better.

This is a roleplaying game. That's not absurd at all. A lot of people play it like a game of numbers, but it's definitely worth noting that a TON of people (notably, people that also don't engage with the forums or the outside sites) use it for actual roleplaying, and the RP is still the heart of the game.

>>I dont get how anyone is being 'forced' to train in any method at all. Plenty of the top-end folks are there because they decided however long ago to train in an optimal fashion. EVERYONE ELSE has had that same option available to them for the entirety of their time on DR and they chose not to take advantage of it for whichever reason fits their personal story.

A lot of folks are saying that the proposal here is 'forcing' people to train a certain way that's different than the way they currently train, so I was attempting to speak using the same language in a similar situation.

It seems like the root of this all is, nobody wants to be penalized for training more skills, but people seem to be fine with the idea of getting a bonus for training fewer skills. That's fine by me, but something that's been tossed around a lot needs specific addressing: The game is currently too fast.

The reason we have even 10% of people with over 1000 ranks in any skill is because for the last three years, experience gain has been wildly massive and caused people - normal, non-optimal people - to circle EXTREMELY quickly. All players are breezing by the parts of the game that have had vastly more development than other sections of the game. As Kodius said, this leads to people missing what got all of us hooked onto the game - The deep prose, expansive areas, etc. People are blowing through it at a very rapid pace, and missing that content. We need to slow things down.

The only way I can think to do this is to reduce the overall speed that experience is gained, or to scale circle requirements and reduce everybody's level (which, to be clear, is NOT going to happen). Does anybody have any other suggestions? Are people less upset about the idea of reducing all drain than only reducing the drain of people training a bunch of skills? This could go hand in hand with bonusing a small number of active skills, too.

I fully realize that a carte blanche reduction will still reduce the experience rate, which is something we may be able to adjust to make it less punishing along the way. Thoughts?

This message was originally posted in Abilities, Skills and Magic \ The Experience System, by DR-SOCHARIS on the play.net forums.