experience system change

Leinis
Exile
Post #16

experience system change

by Leinis » Sat Jul 09, 2016 8:25 pm

Chmee wrote:I guess I don't care much about "parasites". If I'm coining, and somebody shadows me and gets 50% of the coins I get for basically doing nothing, well, as long as that doesn't diminish my coins, I don't really care.
It's part of the definition of parasite that their gain comes at your loss. So are you saying, "I don't care much about parasites unless they are parasitic." Is that what you are saying? I don't think anyone here is suggesting an idea where more coins are generated, just distributed differently.

Chmee
Exile
Post #17

experience system change

by Chmee » Sun Jul 10, 2016 5:52 pm

Leinis wrote:
Chmee wrote:I guess I don't care much about "parasites". If I'm coining, and somebody shadows me and gets 50% of the coins I get for basically doing nothing, well, as long as that doesn't diminish my coins, I don't really care.
It's part of the definition of parasite that their gain comes at your loss. So are you saying, "I don't care much about parasites unless they are parasitic." Is that what you are saying? I don't think anyone here is suggesting an idea where more coins are generated, just distributed differently.
Yeah, I guess when you put it that way, that is what I'm saying.

Destian
Exile
Post #18

experience system change

by Destian » Sun Jul 10, 2016 7:24 pm

There aren't enough players in this game for parasites to even be a concern.

Especially when they're going to get killed and not be healed in pretty much every hunting ground that's relevant right now.

I mean, what player could tag, steal coins, not get killed in seconds by the mobs in that area, AND have it be worth their time to bum around after a hunt that they're not invited to...?

Icy
Exile
Post #19

experience system change

by Icy » Mon Jul 11, 2016 5:02 am

Destian wrote:There aren't enough players in this game for parasites to even be a concern.

Especially when they're going to get killed and not be healed in pretty much every hunting ground that's relevant right now.

I mean, what player could tag, steal coins, not get killed in seconds by the mobs in that area, AND have it be worth their time to bum around after a hunt that they're not invited to...?
Challenge accepted.

Destian
Exile
Post #20

experience system change

by Destian » Mon Jul 11, 2016 6:57 am

Icy wrote:Challenge accepted.
Haha, best of luck with that.

"No, don't heal me! I'm trying to troll you people, dammit!"

But back on topic, I'd love to see the suggestion in the OP implemented for this reason:

Right now, I only earn any significant experience in CL in two ways: the library, and group hunts.

The library only requires me to log in once or twice per month to replenish my coins and continue gaining the most lib experience possible.

Daily hunts are harder to make due to my current schedule, but even when I CAN make them, the experience I gain is still significantly less than experience earned by fighters with far more ranks than me.

So in other words, all a daily hunt serves to do is make me fall slightly less behind. That's not much of an incentive to try to adjust my schedule to make these hunts, nor if I have basically any other game I could spend those two hours playing because of how little reward CL offers for my time.

This has nothing to do with the people on these hunts as they're friendly and fun to play with and all. Just pointing out that, as a healer, the gameplay-based incentive for me to log in is still extremely low.

Lorikeet
Exile
Post #21

experience system change

by Lorikeet » Sat Jul 16, 2016 4:53 pm

Destian wrote:
Daily hunts are harder to make due to my current schedule, but even when I CAN make them, the experience I gain is still significantly less than experience earned by fighters with far more ranks than me.

So in other words, all a daily hunt serves to do is make me fall slightly less behind. That's not much of an incentive to try to adjust my schedule to make these hunts, nor if I have basically any other game I could spend those two hours playing because of how little reward CL offers for my time.
Well, you can't compare getting experience as a healer with getting experience as a fighter (as you know) so the only way you fall behind other healers is if they hunt for experience and you don't. Some people don't care about getting experience and other people do. However, hunting usually is better than the library on a group hunt.

Yappy
Exile
Post #22

experience system change

by Yappy » Mon Jul 18, 2016 6:37 am

Maeght wrote:How about just sharing experience equally across the hunt group? Like chest drops but longer range and no need to pop the chest?
That's how experience would work in YappyLord!

With my Boss Monster script, I tried to implement this very concept: anyone who participates in defeating the boss receives an equal share of the experience There are still a few bugs in the script (if players duck into a cave to heal up, and this cave is in a different snell, then the boss forgets that those characters were involved in the battle -- goofy conditional situations like that), and someday I'll work those out.

Krane
Exile
Post #23

experience system change

by Krane » Mon Jul 18, 2016 7:26 am

Yeah !!!
More Yappy!
More Bosses !

Maeght
Exile
Post #24

experience system change

by Maeght » Wed Jul 20, 2016 7:30 pm

Thanks for responding, Yappy!

So, can someone just write a script that replaces all normal monsters with the Boss monster version? :-)

Krane
Exile
Post #25

experience system change

by Krane » Thu Jul 21, 2016 5:00 am

Yappy wrote:if players duck into a cave to heal up, and this cave is in a different snell, then the boss forgets that those characters were involved in the battle.
Coward dont deserve experience!

About that script, is it implemented somewhere? Because it seems that all the chest i know of are Exp on sight only

Destian
Exile
Post #26

experience system change

by Destian » Thu Jul 21, 2016 2:53 pm

Lorikeet wrote:Well, you can't compare getting experience as a healer with getting experience as a fighter
Well, yes and no...

While it's true that healers not gaining exp as quickly as fighters is "part of the game", these fighters pulling ahead of me means that I end every hunt being a weaker character compared to them overall.

The rate at which they progress to being able to fight stronger and stronger monsters far outpaces the rate at which I'll be able to keep them from being killed by those monsters, and it's even worse if their training is increasing their health pool because it's effectively making me slower at healing them (even when training a combo trainer that includes Faustus).

It just induces a feeling of futility that makes me less inclined to worry about earning exp in the first place. Also, I can't even imagine trying to level a new healer right now: it'll be years before they feel like they're making any kind of difference in healing a modern fighter...
Yappy wrote:With my Boss Monster script, I tried to implement this very concept: anyone who participates in defeating the boss receives an equal share of the experience
That sounds wonderful, especially if every monster could do that for us (slaughter rates permitting, I mean).