It's about top level "chars" give a %xp bonus for other account "chars". I think this is a great idea. Didn't knew about it, and dont know any other game that got this feature.
I don' t care for the idea od xp bonus, but the premise is sound and has been used in several MMOs already - allowing perks or extras for new characters once at least one character has reached a certain level.
WoW implements this with gear; you can buy gear for your alts that gives XP bonuses on kills. I think overall, it's not a bad idea. It encourages people to roll alts and to play longer which is a good thing for the games. Plus it makes people feel like they're getting something extra for being a customer.
If you were a dev+beancounter for a game, would you see XP bonus as keeping players or as shortening the amount of time they remain in the game?
IMO, the better approach is giving vet reward bonuses for the number of months you have played. City of Heroes did a very good job of it but adding additional powers and costumes works with their design.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
Only if the leveling is terrible in your game, and if that's the case ... why are you playing it?
If the leveling is fun, there should never be an xp boost that would trivialize the leveling process.
Everquest 2 does have 90 levels which can take forever, but I really don't think the levelling is terrible, and you can always "mentor" down and do old content you missed to gain alternate advancement points.
The thing about EQ2 is that there's 90 levels AND 320 alternate advancement points.
I have 4 90s, and I really didn't feel like content was trivialized when i was receiving bonuses because eq has so many choices as to where you can go. For example, you can level from 1-20 as a good character in three different zones; Qeynos/Antonica, New Halas, or Greater Faydark. So there's 3 characters right there that have different storylines to lvl up in. Also, if I felt I was levelling too fast, I just moved my alternate advancement xp bar to 100 percent to enjoy the new storylines or what-have-you.
I honestly don't think that's why EQ2 put that feature in the game, and I don't think that's a game admitting that their content is crap. And EQ2 has vet rewards that include xp bonus potions to comment on another post about vet stuffs.
It is nice that they give you the option to shut it off as well because I do agree that forcing that on a player isn't a good plan because there are a lot of content "whores" out there. I see "progression" raid guilds recruitment all the time still on my server where they lock their level and enjoy lower lvl dungeons & raiding.
It's about top level "chars" give a %xp bonus for other account "chars". I think this is a great idea. Didn't knew about it, and dont know any other game that got this feature.
I don' t care for the idea od xp bonus, but the premise is sound and has been used in several MMOs already - allowing perks or extras for new characters once at least one character has reached a certain level.
WoW implements this with gear; you can buy gear for your alts that gives XP bonuses on kills. I think overall, it's not a bad idea. It encourages people to roll alts and to play longer which is a good thing for the games. Plus it makes people feel like they're getting something extra for being a customer.
If you were a dev+beancounter for a game, would you see XP bonus as keeping players or as shortening the amount of time they remain in the game?
IMO, the better approach is giving vet reward bonuses for the number of months you have played. City of Heroes did a very good job of it but adding additional powers and costumes works with their design.
You're talking about two different things there. Features like /20 in DAoC and the free Level 40 boost in AoC are features that allow players to skip past the earlier content to bring a new character up to a more comfortable area of gameplay. They allow players to quickly bring an alt closer to their main or, more importantly, bring the alt to the level of their guildmates and friends in game.
Veteran rewards serve a differnt purpose. They are rewards for customer loyalty and are oftem designed either as fun extras, convenience items or cosmetic features. The distinctionis that the form is perceived more as a utility and the latter more as a gift. From the dev perspective, they're both retention features, but targetting distinctly different needs.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
I like the idea, it gives us compulsive alt rolling never bother getting to max level crowd some motivation to get at least one toon to the level cap.
I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.
I think if done right it could be a great feature for a new, or older, game.
As long as its not Full Exp, something like maybe 25% of exp gained at max level is 'stored" and can be transfered to a new char of your own... would be really nice addition to doing things you may not normally do on your max char like going back for other quests and what not.
People don't enjoy playing games anymore it seems, its all about rushing and i want it now. if you're not enjoying the game as it was intended then maybe you shouldn't be playing it.
I'm saying this should be as an option. If i enjoy some areas of the game, i can turn it off. But on others, and where the leveling is a bit "painfull", why not?!
What do you mean, "option?" Something like this would be a game-wide, standard setting.
I say no to this kind of idea. You want to level a new toon faster? Simple. Use the good knowledge of the game you already have. You should know more in's and out's of the game if you've got a high level character. You don't need anymore advantages.
You guys that hate character development that much shouldn't be playing an RPG, much less an MMORPG.
Hell, I'd go on to say that you should only have 1 character tied to your name and account per server.
Edit to add: People are in such a rush to just skip the game altogether. But then again, when you look at how MMORPGs are so linear now, I guess it can't be helped people don't want to replay the game again. That's what you get when a game doesn't offer much options and no freedom.
"I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918)
What do you mean, "option?" Something like this would be a game-wide, standard setting.
I say no to this kind of idea. You want to level a new toon faster? Simple. Use the good knowledge of the game you already have. You should know more in's and out's of the game if you've got a high level character. You don't need anymore advantages.
You guys that hate character development that much shouldn't be playing an RPG, much less an MMORPG.
Hell, I'd go on to say that you should only have 1 character tied to your name and account per server.
Edit to add: People are in such a rush to just skip the game altogether. But then again, when you look at how MMORPGs are so linear now, I guess it can't be helped people don't want to replay the game again. That's what you get when a game doesn't offer much options and no freedom.
He probably said option because he meant it.
The examples of games already providing this feature (WOW, and apparently EQ2) both let players choose whether to use it.
Nobody hates character development. But repeating content is obviously less interesting than the first and second times you did it, so it makes perfect sense to fast-track successive play-throughs.
And it's not even like character development magically stops at max level.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
People don't enjoy playing games anymore it seems, its all about rushing and i want it now. if you're not enjoying the game as it was intended then maybe you shouldn't be playing it.
I'm saying this should be as an option. If i enjoy some areas of the game, i can turn it off. But on others, and where the leveling is a bit "painfull", why not?!
What do you mean, "option?" Something like this would be a game-wide, standard setting.
I say no to this kind of idea. You want to level a new toon faster? Simple. Use the good knowledge of the game you already have. You should know more in's and out's of the game if you've got a high level character. You don't need anymore advantages.
You guys that hate character development that much shouldn't be playing an RPG, much less an MMORPG.
Hell, I'd go on to say that you should only have 1 character tied to your name and account per server.
Edit to add: People are in such a rush to just skip the game altogether. But then again, when you look at how MMORPGs are so linear now, I guess it can't be helped people don't want to replay the game again. That's what you get when a game doesn't offer much options and no freedom.
Option as the true sense of the word? It's there, but you can choose to turn it off. What's so bad about that? People play mmorpgs for different reasons, and you can't just focus on one aspect otherwise you will lose others. I don't play linear mmo's cuz I do get bored real quick, and the option for multiple characters doesn't help when it's the same exact storyline/character progression. I wouldn't call EQ2 linear, yet I don't feel the bonus xp takes away any enjoyment in levelling up.
I had one character for the most part on FFXI, but I had huge inventory issues because of all the different professions I had, so then I had to make "mules" to hold all my equipment/items. Either way you need more alts. I play a game because I enjoy all aspects including the myriad of professions, and I can't just stick to one profession like you say because I will soon unsubscribe due to the monotony.
People don't enjoy playing games anymore it seems, its all about rushing and i want it now. if you're not enjoying the game as it was intended then maybe you shouldn't be playing it.
I'm saying this should be as an option. If i enjoy some areas of the game, i can turn it off. But on others, and where the leveling is a bit "painfull", why not?!
What do you mean, "option?" Something like this would be a game-wide, standard setting.
I say no to this kind of idea. You want to level a new toon faster? Simple. Use the good knowledge of the game you already have. You should know more in's and out's of the game if you've got a high level character. You don't need anymore advantages.
You guys that hate character development that much shouldn't be playing an RPG, much less an MMORPG.
Hell, I'd go on to say that you should only have 1 character tied to your name and account per server.
Edit to add: People are in such a rush to just skip the game altogether. But then again, when you look at how MMORPGs are so linear now, I guess it can't be helped people don't want to replay the game again. That's what you get when a game doesn't offer much options and no freedom.
Option as the true sense of the word? It's there, but you can choose to turn it off. What's so bad about that? People play mmorpgs for different reasons, and you can't just focus on one aspect otherwise you will lose others.
Once the Legacy system is fully implemented TOR will have this.
I'm finding levelling is too fast in TOR as it is; hopefully if the legacy system does have this, it will also have a 'turn off xp' mode too.
I hit Taris (level 16-20 Republic side) on my smuggler at 19; I left at 22 having completed my story quests and very little of the world content because I was in danger of outleveliing the next world before I got there.
Once the Legacy system is fully implemented TOR will have this.
I'm finding levelling is too fast in TOR as it is; hopefully if the legacy system does have this, it will also have a 'turn off xp' mode too.
I hit Taris (level 16-20 Republic side) on my smuggler at 19; I left at 22 having completed my story quests and very little of the world content because I was in danger of outleveliing the next world before I got there.
THIS!!! Levelling definately does not need any speeding up with account bonuses. In fact - I can't think of many 'current' games that really require it. The old games like EQ and DAOC definately could have used it though !
People don't enjoy playing games anymore it seems, its all about rushing and i want it now. if you're not enjoying the game as it was intended then maybe you shouldn't be playing it.
I'm saying this should be as an option. If i enjoy some areas of the game, i can turn it off. But on others, and where the leveling is a bit "painfull", why not?!
What do you mean, "option?" Something like this would be a game-wide, standard setting.
I say no to this kind of idea. You want to level a new toon faster? Simple. Use the good knowledge of the game you already have. You should know more in's and out's of the game if you've got a high level character. You don't need anymore advantages.
You guys that hate character development that much shouldn't be playing an RPG, much less an MMORPG.
Hell, I'd go on to say that you should only have 1 character tied to your name and account per server.
Edit to add: People are in such a rush to just skip the game altogether. But then again, when you look at how MMORPGs are so linear now, I guess it can't be helped people don't want to replay the game again. That's what you get when a game doesn't offer much options and no freedom.
Option as the true sense of the word? It's there, but you can choose to turn it off. What's so bad about that? People play mmorpgs for different reasons, and you can't just focus on one aspect otherwise you will lose others.
daoc had the option for you to use /level.
everyone chose to use /level
And so what?! it's people's option. Of course we know why.
Comments
If you were a dev+beancounter for a game, would you see XP bonus as keeping players or as shortening the amount of time they remain in the game?
IMO, the better approach is giving vet reward bonuses for the number of months you have played. City of Heroes did a very good job of it but adding additional powers and costumes works with their design.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
Everquest 2 does have 90 levels which can take forever, but I really don't think the levelling is terrible, and you can always "mentor" down and do old content you missed to gain alternate advancement points.
The thing about EQ2 is that there's 90 levels AND 320 alternate advancement points.
I have 4 90s, and I really didn't feel like content was trivialized when i was receiving bonuses because eq has so many choices as to where you can go. For example, you can level from 1-20 as a good character in three different zones; Qeynos/Antonica, New Halas, or Greater Faydark. So there's 3 characters right there that have different storylines to lvl up in. Also, if I felt I was levelling too fast, I just moved my alternate advancement xp bar to 100 percent to enjoy the new storylines or what-have-you.
I honestly don't think that's why EQ2 put that feature in the game, and I don't think that's a game admitting that their content is crap. And EQ2 has vet rewards that include xp bonus potions to comment on another post about vet stuffs.
It is nice that they give you the option to shut it off as well because I do agree that forcing that on a player isn't a good plan because there are a lot of content "whores" out there. I see "progression" raid guilds recruitment all the time still on my server where they lock their level and enjoy lower lvl dungeons & raiding.
You're talking about two different things there. Features like /20 in DAoC and the free Level 40 boost in AoC are features that allow players to skip past the earlier content to bring a new character up to a more comfortable area of gameplay. They allow players to quickly bring an alt closer to their main or, more importantly, bring the alt to the level of their guildmates and friends in game.
Veteran rewards serve a differnt purpose. They are rewards for customer loyalty and are oftem designed either as fun extras, convenience items or cosmetic features. The distinctionis that the form is perceived more as a utility and the latter more as a gift. From the dev perspective, they're both retention features, but targetting distinctly different needs.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
I like the idea, it gives us compulsive alt rolling never bother getting to max level crowd some motivation to get at least one toon to the level cap.
I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.
~Albert Einstein
I think if done right it could be a great feature for a new, or older, game.
As long as its not Full Exp, something like maybe 25% of exp gained at max level is 'stored" and can be transfered to a new char of your own... would be really nice addition to doing things you may not normally do on your max char like going back for other quests and what not.
What do you mean, "option?" Something like this would be a game-wide, standard setting.
I say no to this kind of idea. You want to level a new toon faster? Simple. Use the good knowledge of the game you already have. You should know more in's and out's of the game if you've got a high level character. You don't need anymore advantages.
You guys that hate character development that much shouldn't be playing an RPG, much less an MMORPG.
Hell, I'd go on to say that you should only have 1 character tied to your name and account per server.
Edit to add: People are in such a rush to just skip the game altogether. But then again, when you look at how MMORPGs are so linear now, I guess it can't be helped people don't want to replay the game again. That's what you get when a game doesn't offer much options and no freedom.
"I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918)
He probably said option because he meant it.
The examples of games already providing this feature (WOW, and apparently EQ2) both let players choose whether to use it.
Nobody hates character development. But repeating content is obviously less interesting than the first and second times you did it, so it makes perfect sense to fast-track successive play-throughs.
And it's not even like character development magically stops at max level.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Option as the true sense of the word? It's there, but you can choose to turn it off. What's so bad about that? People play mmorpgs for different reasons, and you can't just focus on one aspect otherwise you will lose others. I don't play linear mmo's cuz I do get bored real quick, and the option for multiple characters doesn't help when it's the same exact storyline/character progression. I wouldn't call EQ2 linear, yet I don't feel the bonus xp takes away any enjoyment in levelling up.
I had one character for the most part on FFXI, but I had huge inventory issues because of all the different professions I had, so then I had to make "mules" to hold all my equipment/items. Either way you need more alts. I play a game because I enjoy all aspects including the myriad of professions, and I can't just stick to one profession like you say because I will soon unsubscribe due to the monotony.
Once the Legacy system is fully implemented TOR will have this.
daoc had the option for you to use /level.
everyone chose to use /level
I'm finding levelling is too fast in TOR as it is; hopefully if the legacy system does have this, it will also have a 'turn off xp' mode too.
I hit Taris (level 16-20 Republic side) on my smuggler at 19; I left at 22 having completed my story quests and very little of the world content because I was in danger of outleveliing the next world before I got there.
THIS!!! Levelling definately does not need any speeding up with account bonuses. In fact - I can't think of many 'current' games that really require it. The old games like EQ and DAOC definately could have used it though !
And so what?! it's people's option. Of course we know why.