We've been told that we will be able to turn off XP if we like and that's a really good thing. But I think I may have a better idea:
You see, I don't like levels but I do like the feeling of leveling up.
The cool explosion, the instant healing, and the big buffs are all awesome.
What if I could turn off leveling but still get xp, so that when my XP reaches the next level, instead of LEVEL UP I get a message that says EXPERIENCE MAXIMUM.
I still get the explosion, the buffs and the healing
[b]but my experience drops back to the minimum for the level I'm playing.[/b]
This will be especially cool if I'm teamed with some higher level players because I'll keep hitting max xp and that'll help me hang with them.
http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber
What you could do is make the actual level up itself be a thing that the player has to officially go somewhere and train up in order to actually cash it in, such that when you hit the next benchmark, you get the explosions etc but you stay at your current level forever until you actually go talk to a contact and make that new level official. And then you could make all levels work like that, such that you could rack up, say, 20+ levelups worth of XP on your new toon, then cash the levels in one at a time as you see fit.
The CoH devs had a reason why they didn't want people to be able to do that, as I recall, but I don't remember what it was. I vaguely think it might have been due to the leveling and XP rates being faster at lower levels and slower at higher levels or something. Or maybe it was sidekicking-related. I forget.
R.S.O. of Phoenix Rising
I could be wrong, but I am pretty sure CoH did allow you to save multiple levels before training.
The reason why saving levels in CoH would not give Paladin what he is asking for is because the actual level was separate from a character Hit Point and combat level. In CoH the second you dinged you got an increase in combat effectiveness and health. The only things training affected was power/slot acquisition and level restrictions on zones or enhancements. Again ...I could be wrong.
There is nothing to say that this can't be changed for CoT and its probably a bit better to allow players to store levels indefinitely than allow repeated earning at a specific level.
Paladin, when you say 'experience drops back to the minimum for the level' do you mean that the experience disappears and you completely start the earning process of that level over? If you do then barring any exploits I can't think of right now, the fact that you get those bonuses at a steady rate is offset (probably too much) by the fact that you are in a constant state of XP cost. Based on that I see no reason this can't be done.
I would also like to ask what you mean by this:
I do not understand why it is important that you halt XP gain when the intention is to team with higher level players. Could you explain what you mean better?
Hmmmm interesting.
+1
Yup - I "level lapped" a few times with characters - usually on really low (single-digit level) characters doing missions or sewer runs. You just went to the trainer afterwards and levelled one step at a time.
Plus I remember at least one guy who resolved to not go to the trainer. Teamed with him in Talos Island - was technically a level 30-something but just had his level 1 powers.
Since levels are directly connected to the experience points, it would require creating 2 serparate experience point meters to attach to the character, one that is 'active' for actual xp gains, and one that was 'passive' to track the xp gained, fill the xp meter, and upon the 'not-really-a-level' being gained, triggering the level up event. Then there would of course require a switch between the two separate experience meters.
And of course if something had to change with the leveling system itself, the 'passive' meter would need to be separately updated.
The only case where I see this as possibly beneficial is if a player wants to streetsweep the same area and not leave, but get the benefits of the level-up experience. The truth is, honestly, it probably isn't worth it in the long run.
Turning off XP allows for playing in a desired area of the game already. The only thing that is missing is the level-up benefits - which well, the player has decided to not level up in the first place. Its a cake and pie situation in my opinion.
With our auto-team-level (sidekick) system, teaming up with higher and lower level characters auto-adjusts the team to the leader's level.
With our (eventually) robust flashback system (I hope to implement), players can select to have their character's level limited down to the instanced content's level range.
The same can be done with user-generated-content - which if we can place in sections of open world maps - can allow players to create their desired level street-sweeping experience.
Bringing us back to the only instance not covered - open world street sweeping at a desired level without turning off xp, and since xp can be turned off...
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]
I'm not talking about saving levels I'm talking about not leveling at all.
XP returns to the minimum for the level I'm playing at.
As for playing with higher level toons, sometimes I just do crazy things and I think that If I'm stuck at 10th level (By choice) then it would be hilarious to team up with some 50s and watch my toon hit MAX XP every few minutes. Other people used to did that while door sitting in COH just to earn XP and level up fast. I'd be doing it for laughs without leveling up.
http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber
Ahh, Soooo...
I can go to a NPC that I normally see about adjusting the Difficulty, which also can Adjust my Expemp Level, without the need to be Sidekicked by another player, or by a Mission NPC? :)
Right, I get it. Paladin doesn't want to play the whole game. He just wants to level-up until he reaches the Content of the Story-In-His-Head. Then he wants to continue playing that content, endlessly, until the heat-death of the universe.
If he gained more levels and more power, then he couldn't continue fighting his preferred Content, but would be forced by 'all-grey-to-me' to find new Content. And that would interfere with his inner Story, which would defeat his reason for playing.
I can, kinda, understand that mind-set, but it seems lonely and boring, to me. May as well play an offline, one-player game.
Still, Tannim has pointed out the solutions already being offered in the game. There will be Exemplaring and mission auto-exemp systems, as well as the No-Exp switch. Eventually, there will be a flash-back-type system, which will allow visiting lower-level content and, again, automatically cap applicable level, while still allowing regular experience and level gains. A player should be able to use these systems to target the game experience he wants to have.
Be Well!
Fireheart
Tannim has totally shot down the idea so at this point I'm not arguing for it any more just answering what you said.
Yes Fireheart you DO understand. I feel all warm and fuzzy.
I've never been lonely ever. I'm not even sure how that would feel.
And I've said more than once that to me an mmo is just a big fancy video game. The other people playing are simply not a part of the experience that I enjoy. I would Just play an offline game if there were one with the kind of character creation options I want, And since I like playing different characters other content is also needed. And player made content is cool too. In short an mmo offers a lot of cool things I can't get anywhere else and if I have to ignore other people that's a small price to pay. I ignore other people every day in rel life. In a game I can super jump away from the really obnoxious ones.
Long ago there was even a lot of talk about an offline version of this game being available so we could keep playing even if the company dies. I might just spend a lot of time playing offline even while the company still lives.
Personally I find the solutions already built into the game to be complicated and unsatisfying, this idea seemed much simpler and more fun. (from a player perspective) but if you can't do it (for program reasons) I'm OK with that.
http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber
If the issue is preferred content like Fireheart stated. Remember there is also the PATH system being worked on. If you want to be the "Batman" type character and fight crime lords and super thugs you can from level 1 - 50 (eventually). If you want the "Superman" feel there will be another PATH for that. If you want to be a Doctor Who there be another set of PATHS.
We won't be forced to go from street crime to supernatural to Super villain to Invaders from another dimension like we were in COH. It will be our choice to do the content PATH we desire.
So I wouldn't have to leave my Croatoa like stories when I hit level 40 something.
-------------------------------------------
Personal rules of good roleplay
1.) Nothing goes as planned.
2.) If it goes as planned it's not good RP
It sounds to me like what he OP really wants is to have a toon at level 1, turn off leveling, but continue to rack up XP as if a level 1 toon forever. So then, when you reach the XP milestone for Level 2, you get the "DING!", accompanied by the refresh of Health and Stamina, but instead of then attaining level 2 combat effectiveness, you get reset back to level 1's minimum XP point (so 0XP in this case), effectively allowing you to ding level 2 AGAIN in a few minutes, thus giving you faster, repeated Hit point and Stamina refreshes over and over again as you keep hitting "level 2" then dropping back to 0XP again. Then when you actually do turn "Leveling" back on again, you don;t automatically get the highest level you attained from XP gained, you are instead wherever your "non level XP" left you, which is somewhere between level 1 and level 2. Theoretically, you could get to, say, level 12 and turn Leveling off again thus running the XP meter around the clock face again, constantly gaining XP then hitting "Level 13" and being reset to the minimum XP for level 12 instead.
If this were CoX this would allow you to level slower so as to be able to gain enough INF to always have the best possible gear at every level, plus you could stay at a specific level and try to get different random items to drop that are more likely at that level. In COT I don't know if the same benefits would be there. Of course, there's also the benefit that you get almost constant "DING!" events, refreshing your Health and Stamina for you, so like having a built-in healer. All at the cost of flushing a bunch of well-deserved XP down the drain.
In a weird way this feels a little bit like tanking on tests intentionally in grade school so as to get held back a year or two on purpose, so that when you get to highschool you're already 17 years old, as a freshman, and can totally dominate on the football team for four years.
R.S.O. of Phoenix Rising
Can you explain what is complicated and unsatisfying about mentoring, halted xp gain and the flashback system? Cause they all seem fairly straight forward and will do everything you want them to do except for giving you that 'ding' every once in a while.
The path system has not been fully explained to us yet. I really think many people are putting a lot of hopes and dreams on the path system. I don't think it is going to give you the completely different experience per play through that you describe here or that the update from 2+ years ago implies. I think its going to be more of a simple divergence here and there ...possibly with some key events/missions and choices sprinkled about ...but its still going to follow a familiar flow in the game. I do know the devs have said that only 2-3 are planned for release and more are planned for later so even if your ideas on it was correct it could be years before the system has a path that fits what Paladin or you are looking for.
In the end I am almost positive that the path system won't provide you with a 'unique to that path' only experience.
Or it could be view as using xp as currency to purchase a repeated refresh while doing content you enjoy.
Its really a stretch to consider this exploitive using what we actually know about CoT.
I mean if you want to think of it in CoH terms, we could turn off xp for increased inf gain....and could use that inf gain to purchase more inspirations. That's all this really does.... give him some extra inspirations at certain points.
Actually, once whatever iteration of a 'flashback' system is live, one could, conceivably run flashbacks exclusively, continue to gain experience and levels as usual, but still be capped on 'effective level' by the auto-exemplar effect of the content.
Be Well!
Fireheart
Who are you saying this to? Cause it doesn't seem to have any relation to what I said.
First of all mentoring sounds like it would involve other people. and that's a big problem.
Halting xp gain is simple enough but this proposal was specifically to replace that because I want the "ding" and that's what makes my idea more satisfying
the flashback system sounds confusing and not really fun. It sounds like I have to level up like normal then go back to the content I liked. It's an extra step that involves exactly what I don't want to do.
http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber
I wasn't aware of saying it 'to' anyone. Just musing that the flashback system, once it was in place, could effectively produce the requested effect.
Paladin, I'm not sure if there would be any level-gate for using a flashback system. Presumably, one would have to be at least the 'minimum' level for the content, itself. In CoH, the lowest level mission in flashback was the 'zero-level' Tutorial mission.
Be Well!
Fireheart
Paladin wants the 3rd one?
[img]http://i.imgur.com/fXlFxG8.png[/img]
XP (Experience)
IGC (In Game Currency)
Res (Inspirational Reserves)
Hehe, we need a Slider that Jumps between those 3 or so PlayStyles. ;)
Cool Izzy
http://rpg.drivethrustuff.com/browse/pub/3185/Crusader-Game-Books
https://www.youtube.com/channel/UC48O9dPcNVdeyNM4efAvX6w/videos?view_as=subscriber
Cool Izzy????!!!!????
I said the exact same thing.
Hehe....jk....again Izzy is able to create a simple visual representation of a more complex concept.....its almost like you do this for a living Izzy.
The issue with using the Reserves system thusly, is that it throws the Momentum state off for filling Reserves. If the xp switch off increased the ratio of Reserve fill rate for natural Momentum depletion, the higher rate of Reserve fill for gaining the buffs could result in negatively impacting game play. It oils be easy to "game the system" to get the higher rate of return for temporarily turning off so, switch it back on to use up reserves, refill Momentum, and repeat. I'd be willing to bet clever players could come up with some clever binds to handle the switchingas seemlessly as possible.
Which means now we not only have to have a switch off for xp, an entire series of separate coding rates for momentum depletion, (different sets can gain momentum differntly, thus their depletion rates are different to keep everything copacetic), but now some form of cool down timer for this paticule switch to prevent gaming the system. All for something which, again, has an extremely limited application for the game.
Typically, most QoL improvements don't get a lot of priority (though some have become more standard over the years). And we are going to spend a lot of time on a lot of QoL improvements which have been prirotized because of the impact they would have for the larger portion of players or expected larger portion of certain groups. For something like this which would require quite a bit of time to design and thoroughly test, it would have to have a similar impact on the larger audience. Thus far, my personal opinion is that it has a very limited application.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]
Have you gone into this much detail about 'momentum' somewhere that I missed?
There were questions raised in the Momentum thread for the update we had on the subject. One pertained to the issue of how different sets would need to generate Momentum differently so there was parity, otherwise, there would be sets that ended up 'too good' at generating Momentum and other sets that struggled to do so. Being that this is a game-wide mechanic, it needs to take into account the performance of a wide variety of power sets and actions characters can take in generating Momentum.
Power Set Momentum-generating capability would therefor also dictate Reserve acccess because as Momentum naturally decays, it fills Reserves. Hence if certain sets were better at generating Momentum, then these sets could also end up being capable of slowing down often enough to also fill Reserves more often as well. At least, they'd have the more leeway in doing so because these sets could build Momentum back up quickly.
Internally, we had already addressed this issue where Momentum isn't a static gain rate, but can be tuned to provide similar Momentum based performance between power sets. There will likely still exists some range of performance, but the bounds should still be pretty narrow. This of course is the base-line. We can't fully account for poor play habits of players or fully account for those who aim for maximum optimization and end up pulling off the unexpected either. Though we should have a pretty good idea of the possible upper bounds that exist in extreme cases through simulations.
[hr]I don't use a nerf bat, I have a magic crowbar!
- Combat Mechanic -
[color=#ff0000]Tech Team. [/color]
Wow....I completely missed that thread. Thanks for summing it up here.
I'm off to read that thread now.