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graff
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XP

is xp going to be the same as in CoH? meaning until u were level 10 theres no xp debt?

syntaxerror37
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I don't think we've heard any

I don't think we've heard any plans for what (if any) the death penalty will be in CoT

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I'd like to see an option to

I'd like to see an option to either turn XP gain off, or to reduce it, for people who feel that they're going through content too quickly (like if they consistently go through it with a team).

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Or, you know... dont do what

Or, you know... dont do what CoX did, and actually make it so that you *could* talk to a low level content, even if you were way outlevelled for them (possibly auto exemp if you do decide to pick the mission up? This part has various routes to achieve it)

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One thing I like about WoW is

One thing I like about WoW is the ability, when you're higher level, to go back and slam through lower level quests and dungeons. Okay, it may not be a challenge. Some people may liken it to MMO masturbation. But BOY is it a great feeling to be able to go back through RFK and defeat the quilboars that gave you such a hard time earlier. (Or it WAS until Blizzard made every low-level dungeon an effing CAKEWALK.)

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It's too early in the game

It's too early in the game design to nail down how we're dealing with "death" penalties or "outleveling."

Know that as most of us are one-time CoH players, we share the same concerns expressed here. A lot of the stuff that the CoH Devs did as a later add-on to the game (e.g., the Flashback system), we are in a position to get it right from the beginning.

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I never minded the debt,

I never minded the debt, there has to be some sort of penalty and since we didn't have gear to loose durability it seemed fair. I would like to say that I would like a faster leveling speed than CoX. I say this because as an altoholic I had only a couple of maxed characters, but always wanted a different toon maxed out. It would just make it easier for those that don't spend all their time on a single character to have a greater chance to do end game content.

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On some of my characters in

On some of my characters in CoX, I deliberately stayed in permanent XP-debt, just so I wouldn't out-level the content. I rather liked the debt system.

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Would be kind of nice to be

Would be kind of nice to be able to turn off XP gain at times. Maybe I want to mess around in some kind of task force or maybe just felt like helping other groups but don't want to be out leveling my friends and not be able to really team up with them anymore. Also would be nice if by end game XP just turns into currency. Or even just switch XP gain to currency gain.

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Mendicant
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Ellysyn wrote:
Ellysyn wrote:

Would be kind of nice to be able to turn off XP gain at times. Maybe I want to mess around in some kind of task force or maybe just felt like helping other groups but don't want to be out leveling my friends and not be able to really team up with them anymore. Also would be nice if by end game XP just turns into currency. Or even just switch XP gain to currency gain.

Being able to switch XP off or convert it to influence was something I really enjoyed in CoX.

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After playing CoX, (and some

After playing CoX, (and some fine tuning along the way), I LIKE their speed progression. You actually had time to become invested in your character. Unlike some MMOs since where you can level to max level in a week if you don't try hard, or 3 days if you do. All so that you can endlessly grind the "End Game" content because they have decided that's what all players want. Well, what I want is enough content that I can run a few characters from 1-Max level without having to repeat the exact same content over and over. That was something CoH had done really well, CoV struggled with , and CoH:GR improved on the missteps of CoVs lack of content (since there were essentially 4 faction lines you could follow and you could fairly easily switch from one to another). Maybe a little faster progression, but I still want that "Wow, I finally got to 50!" feeling as opposed to "Yay, 50, that's my 15th since launch 3 months ago; I wonder what's on TV tonight?" that you get in most games.

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Tempest
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Ellysyn wrote:
Ellysyn wrote:

Would be kind of nice to be able to turn off XP gain at times. Maybe I want to mess around in some kind of task force or maybe just felt like helping other groups but don't want to be out leveling my friends and not be able to really team up with them anymore. Also would be nice if by end game XP just turns into currency. Or even just switch XP gain to currency gain.

You could turn off XP gain in CoX and it turned into Inf gain instead... There was an app for that. :-)

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Wow, Tempest, I sure wish i'd

Wow, Tempest, I sure wish i'd have known about that! ;)

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Mendicant wrote:
Mendicant wrote:

Ellysyn wrote:
Would be kind of nice to be able to turn off XP gain at times. Maybe I want to mess around in some kind of task force or maybe just felt like helping other groups but don't want to be out leveling my friends and not be able to really team up with them anymore. Also would be nice if by end game XP just turns into currency. Or even just switch XP gain to currency gain.

Being able to switch XP off or convert it to influence was something I really enjoyed in CoX.

I enjoyed being able to accumulate metric tons worth of Prestige for my SG. Amerikatt was permanently the #2 best hunter-gatherer, and my other characters alternated places in the top 5 (though the #1 spot was always elusive -- I think my closest was about 50k away, then the #1 guildie quintupled that while I was offline for a few days)!

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I'm all for turning XP off in

I'm all for turning XP off in order to enjoy content. A Flashback system would work well if done right.

Basically I'd like to have at least ONE toon go through everything for the epic story/career feel of it. Not like I won't do it again with another toon...altaholism and all that.

I remember when Star Wars was cool...a long, long time ago...

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Yea i remember being able to

Yea i remember being able to switch XP into currency. It's something I liked too. Be nice to see something like that here as well. But also I hope there are ways to get XP other then just grinding mobs. I love when CoX gave us the newspaper or police scanner. Finally I didn't have to go out and just grind mobs until I was the level required for the next batch of quests.

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Yes - I liked that as well -

Yes - I liked that as well - that way I could avoid out-levelling some of my friends while still contributing to my INF and prestige for my SG.

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Also remember to work on the

Also remember to work on the debt badges ;-)

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I wouldn't mind seeing a

I wouldn't mind seeing a dynamic level adjustment, similar to GW2. Given enough zones, sometimes you might reach max level and not have explored everything. It would be nice to go back to the lower level zones and not have all the bad guys ignore you, and still get full xp for defeating them. GW2's maps are decently sized, and there are plenty of them, so it works for them. Depending on the size of the zones in CoT, and how many there are this might be something worth considering.

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ravonos wrote:
ravonos wrote:

I wouldn't mind seeing a dynamic level adjustment, similar to GW2. Given enough zones, sometimes you might reach max level and not have explored everything. It would be nice to go back to the lower level zones and not have all the bad guys ignore you, and still get full xp for defeating them. GW2's maps are decently sized, and there are plenty of them, so it works for them. Depending on the size of the zones in CoT, and how many there are this might be something worth considering.

Two things.
1) If you've reached max level, why would it be important to receive XP from defeating lower-level mobs?
2) Out-leveling old mobs gives a sense of progression. Having the local equivalent of Superman have trouble dealing with a trio of ordinary muggers would break the immersion, at least to me. I'd rather have something like the flashback function where you could go play old arcs/missions and be set at the appropriate level.

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I agree with Mendicant.

I agree with Mendicant. Besides, I [i]liked[/i] that the low level mobs would ignore my character even if I landed in the middle of them. In my mind that equated to, "Oh, damn! It's Brick HardMeat! Maybe if we ignore him he'll go away without smacking us around." I was never a fan of World of Warcraft's approach of having level 5 mobs attack my level 85 character - and hitting him!

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Mendicant wrote:
Mendicant wrote:

ravonos wrote:
I wouldn't mind seeing a dynamic level adjustment, similar to GW2. Given enough zones, sometimes you might reach max level and not have explored everything. It would be nice to go back to the lower level zones and not have all the bad guys ignore you, and still get full xp for defeating them. GW2's maps are decently sized, and there are plenty of them, so it works for them. Depending on the size of the zones in CoT, and how many there are this might be something worth considering.

Two things.
1) If you've reached max level, why would it be important to receive XP from defeating lower-level mobs?
2) Out-leveling old mobs gives a sense of progression. Having the local equivalent of Superman have trouble dealing with a trio of ordinary muggers would break the immersion, at least to me. I'd rather have something like the flashback function where you could go play old arcs/missions and be set at the appropriate level.

1) For Guild Wars 2, you still gain XP, because as you level up, you can get bonux Skill Points, which you can then spend as a currency towards getting some crafting materials for the mystic forge...

2) I find this view interesting, because looking at various superheroes... they rarely ignore the normal mugger if they are aware of them.

Batman, Spiderman, even Superman... if they saw someone normal in trouble, they would help out. If they were the only one there.

But *rarely* do they just outright ignore the help needed.

Darth Fez wrote:

I agree with Mendicant. Besides, I liked that the low level mobs would ignore my character even if I landed in the middle of them. In my mind that equated to, "Oh, damn! It's Brick HardMeat! Maybe if we ignore him he'll go away without smacking us around." I was never a fan of World of Warcraft's approach of having level 5 mobs attack my level 85 character - and hitting him!

This happened in CoX though as well though... at least if you didn't kill them outright, they could still hit you, although the damage dealt would be minimal.

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Bodai wrote:
Bodai wrote:

Also remember to work on the debt badges ;-)

My main badger in the early days was a granite, so he didn't get debt in normal play, this is why (while getting the badge for the infected the hard way in RV, the toon was older than the tutorial badge) I regularly just turned my armor off and walked at a turret.

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syntaxerror37
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ravonos wrote:
ravonos wrote:

I wouldn't mind seeing a dynamic level adjustment, similar to GW2. Given enough zones, sometimes you might reach max level and not have explored everything. It would be nice to go back to the lower level zones and not have all the bad guys ignore you, and still get full xp for defeating them. GW2's maps are decently sized, and there are plenty of them, so it works for them. Depending on the size of the zones in CoT, and how many there are this might be something worth considering.

I like that feature quite a bit myself. At the very least, applying it just to mission-content would eliminate any worry about out leveling content.

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Gangrel wrote:
Gangrel wrote:

2) I find this view interesting, because looking at various superheroes... they rarely ignore the normal mugger if they are aware of them.
Batman, Spiderman, even Superman... if they saw someone normal in trouble, they would help out. If they were the only one there.
But *rarely* do they just outright ignore the help needed.

Oh, I absolutely think that the heroes would be helping out against muggers and other lowlifes. I just don't feel that Superman, Wonder Woman, etc are going to be in any particular [i]danger[/i] from said muggers...

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To be fair, those ones have

To be fair, those ones have as an *actual* invulnerability/damage resistance power though, so normal weapons find it very hard to hurt them....

However, being *hit* and being noticeably hurt are 2 different things... To be fair, I think that this is going to be a case of "if you hit, will you *always* do at least one point of damage, or is 0 damage a possibility for when you hit a target?

I have a feeling that the 1st option is going to be the main choice for most, because that means that even if you the low level one, you *could* in theory hit that mob that is 25 levels *above* you... but you might still only do one or two points of damage.

Of course, if hit points scale to level, and you still regen in the same *base* amount of time, you should be regenning more HP per second...

Bonus points though for being able to at least *theoretically* going down to a whole zerg.

I kinda like that though, every person counts ;) (no matter which side they are on)

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Mendicant
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Well, the muggers do tend to

Well, the muggers do tend to throw their guns at Superman after their bullets fail. So they're [i]trying[/i] anyway. :)

The regen part reminds me of an episode of Sword Art Online, where the protagonist squares off against a PK guild that is 20-30 levels below him. Attacking all-out, they were unable to do more damage than his regeneration could restore.

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Mendicant wrote:
Mendicant wrote:

Two things.
1) If you've reached max level, why would it be important to receive XP from defeating lower-level mobs?
2) Out-leveling old mobs gives a sense of progression. Having the local equivalent of Superman have trouble dealing with a trio of ordinary muggers would break the immersion, at least to me. I'd rather have something like the flashback function where you could go play old arcs/missions and be set at the appropriate level.

Point 1:
I'm didn't mean to imply that at level 80 I want to go the level 10 zone and kill mobs and get xp. I'm was trying to say that if you're level 30 and you missed some of the level 20 content, you can go back, and still get fair xp for doing those missions and killing those mobs.

Point 2:
I somewhat agree that out-leveling mobs gives a sense of progression, but I also feel that there is a lot more lower level content in most games that is often missed. Being able to go back, and kill mobs easier would also give that sense of progression. With the proper scaling, it would be easier, but not too easy, to go back and replay low level content that you enjoyed before or missed entirely.