double XP?

Discussion in 'General Discussion' started by Bink, Sep 3, 2018.

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  1. Bink

    Bink Avatar

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    I'm a bit lost right now.
    When is there double XP?
     
  2. DavidDC

    DavidDC Programmer Moderator SOTA Developer

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    Before it was occasionally but now its a permanent thing
     
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  3. Rufus D`Asperdi

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  4. Lazarus Long

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    All Day EVERY DAY! :)

    Enjoy!
     
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  5. Steevodeevo

    Steevodeevo Avatar

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    What do folks think about double being applied to crafting as well as adventuring? I'm a fairly frequent crafter and I'm a little concerned about how fast the exp pool and levels are now stacking up fore me with relatively little effort. Seems a bit too rapid now, unless Port aren't that fussed about specialist crafters.
     
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  6. Lace

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    I think it is fantastic. It was such a hurdle for new players that wanted to craft. As an avid crafter I look forward to the competition rather than folks overcharging because they could. New crafters that are able to efficiently level up in a reasonable amount of time compared of how it was in the old days when we had to go uphill in snowstorm without shoes is great.

    They still have the nonsense of trying to find the recipes, get the rare ones from bundles that are not teachable etc or those that had the recipes before they made them not discover able. New players still have it a bit rough time investment, but letting them have some xp for all that labor is a good thing for the game.

    Can I haz your extra crafting xp you dont want?


    [​IMG]
     
    Last edited: Sep 3, 2018
  7. Scanphor

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    Agreed - crafting XP was way too slow before
     
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  8. Bink

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    Please excuse that there are people who do not always have time to read everything.
    To be precise, unfortunately I have not had the opportunity to read the last two release notes.
     
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  9. Rufus D`Asperdi

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    Granted... no one can... I would suggest that if you can make time to read one thing, it would be the release instructions.
     
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  10. 2112Starman

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    crafting needs one more 2x bump to start even getting close to being achievable by anyone but people who have 16 hours a day to play the game.
     
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  11. Elwyn

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    Crafting needed it more than adventurer XP did.
     
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  12. macnlos

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    Crafting was way too hard... <--- seriously? It was easy to GM the base skills. The fact that you could do it salvaging was proof of that. GMing Masterwork/Enchantment is hard and takes more time and more resources. <--- It should! It should be an accomplishment to get there. I sit here right now with my Masterwork at 90 and my Ranged Masterwork at 80. I make bows as I need them and slowly I get better and better. The idea of a character who is a GM at all of it/everything is just unrealistic.

    For example, I have employed the services of @Arieus to do enchanting for me because he is really good at it while I'm just okay. That interaction right there is a great example of cooperative place and something that helps in overall economy of things. The idea dumbing/easing things down so everyone can do everything is not only unrealistic, it is a death nail for this game and it's economy. If I can do it all myself, why do I need others?

    The idea of the "crafter" role ultimately leads to the sale of products. But the way things are right now, the sale of products is mediocre at best. Which is why being a crafter is such a crap deal.
     
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  13. Steevodeevo

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    @macnlos, you're wasting your time. Every time anyone posts about retaining difficulty and challenge the post is overwhelmed with, make it easier, make it so I don't have to work hard, hard is not fun, etc.

    The fight is over, the Devs have prioritised what they're euphemistically calling QOL changes or more accurately dumbing down.

    You can run everywhere in seconds, you can gain a million exp points in 30 mins, you can 'beam' ores you mine in Elysium to the other end of the continent, and now everyone who dabbles in crafting will be a Master just by mashing up a bunch of scrap every now and then.

    But this is what people want, there have been more positive posts on the QOL changes than with any other release I remember. The overworld seems a little busier, more people seem to be playing.

    The world has changed, both the real one and SOTA, the Devs have altered course. SOTA remains a spiritual successor to UO, but it's no longer hard-core, ruthless, or super challenging. The people have spoken.
     
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  14. Timmy Vortex

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    I agree those filthy casuals have to no place in this world :p *sigh*
     
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  15. Gorthyn

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    I don't think removing anything mind numbingly boring or irritating from a GAME can be painted as dumbing anything down.

    A game can be challenging without being boring and frustrating. Oh and it should be fun as well.

    I played UO for many years and it was both challenging and fun without the need for ridiculous time sinks and overcomplicated mechanics. It was fantastic. SOTA has the potential to be too but they need to get the balance right which R57 has helped to do alot.
     
  16. Steevodeevo

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    That's pretty much what I think, yes, IF the world you refer to is SOTA.

    How many games are there for casuals - thousands
    How many games are there currently being developed with depth, challenge, immersion - very few.
    Do we need another casual game? No
    Does / did SOTA and the development team have the pedigree and desire to make something special and different and is this what RG specifically set out to do? Absolutely it was (see 'I am Texas' interview).

    Be emotive and inflammatory if you like, I don't think casual players are 'filthy' or bad, I'm talking about what kind of game SOTA set out to be vs what it is now and where it is going and why it is going that way.

    Personally I don't think SOTA has a snowball's chance in hell of retaining much of its quirky, unique, hardcore or challenging aspects, those days have passed us by sadly.
     
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  17. Chrystoph Reis

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    I did not want to craft when I started playing. It was the ridiculous greed I saw in this game that made me start doing it. People placing +2 or +3 gear in starter areas like Soltown and Ardoris for 10 to 20k. Always out of my reach, as gold was 10 times harder to make back then. So I went into an encounter and got some gold and copper. Wash, Rinse and Repeat. "Oh, I made my first +3!? Took me 3 hours. Why the **** are people charging so much for this!?"

    In one week I was making +6s and +7s. I started making starter gear and hanging out in newbie areas giving it away, donations accepted. It was my way of sticking it to the greedy fuggs.

    So for one, I didn't want to craft, but I also didn't want to keep lining the pockets of the fat cats who started early and kept pricing stuff at rip-off prices trying to take advantage of new players like myself.

    THAT's what made the economy what it is. People like me who thought/think the prices are too damn high for the throw off gear people are selling and decide to make their own stuff. If prices were reasonable, no one would want to craft. If people did commission rather than sell all the crap that didn't meet their demanding needs for PREMIUM prices, no one would want to craft.

    Don't think because everyone can craft they want to. I know very few people coming into this game that WANT to craft. Buying other people's junk at premium, and/or not getting stats you want on equipment is why they start.
     
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  18. kaeshiva

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    Honestly, I don't see it as dumbing down. Making things more accessible/convenient is just good customer service, really. I firmly believe you shouldn't punish players for playing the game, or make it tedious, frustrating "work". I think we've still got a long way to go to get rid of the nonsense "punishment systems" that add nothing meaningful to the game but just waste players time - but we've made considerable progress this release. This isn't because I want an "easy" game or a "not challenging" game, but I want the time I spend in the game world to be productive and enjoyable, not 55 minutes of tedium for 5 minutes of fun.

    I accept a certain amount of tedium and inconvenience for the purposes of immersion, but some things just downright don't make sense. For example, having NPCs on schedules to create a simulated world is a great idea on paper, but when players are going to tab out of the game and surf the web for 10 minutes just waiting, this is a poor mechanic. Any mechanic that encourages players to STOP playing the game should be evaluated. Any mechanic that encourages players to macro because its that tedious and repetitive (like say, gathering water 1 bucket at a time) should be re-evaluated. Spending 5% of each play session's time staring at load screens should (and has) been evaluated.

    I think the double, combined with tears, has certainly trivialized the advancement rate, and I guess there's a little bit of annoyance there, being someone who has seen people achieve in a month what took me nearly a year to do, progress-wise, but if its better for the game as a whole then I'm okay with it. I'm not particularly keen on the value of player's time investment being reduced, but, well, people were crying that they'd never be able to "catch up" or "compete" so this is what happens. A faster advancement rate means a faster completion rate, so I assume the people to whom that is important will max out and move on, so I don't worry about it too much.

    I mean I suppose there are some who really want to play "medieval hardship simulator" - and there's nothing wrong with that. The thing is, if you choose to play that way, to impose arbitrary restrictions on yourself for your own roleplay/immersion purposes, you can still do that here. I know someone who roleplays a druid and wont use metal armor/weapons or any 'destructive' magic (like fire, death) - their game experience is very different because of it. Should we remove metal armor/weapons from the game because this player doesn't like them? Of course not. If you want hard mode - you can have hard mode - nothing's stopping you. If you want to walk the map, never teleporting, ignore the ingame map - that's great. I know a lot of people who play with self imposed restrictions because it makes the game better for them. But it doesn't make it better for -everyone-.
     
    Last edited: Sep 4, 2018
  19. macnlos

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    Medieval Hardship Simulator? ROFL If that is how you see a progression based system then we are at opposite view points. Not saying you are wrong, just saying there is no point in us arguing this @kaeshiva , we just won't agree.
     
  20. Fungus

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    TBH SotA was never 'hardcore' for crafty types like UO as open PvP was shouted down from the outset unlike UO where as a miner / lumberjack etc. you had to be on your toes and built to survive. There's no incentive for a miner tag themselves in SotA and that's because the people really did speak ;)

    Do I really want to mine another vein of ore as nearly full *shudder and looks over shoulder*
     
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