Will the character dead-out display what destiny people are in?
Will the character dead-out display what destiny people are in?
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
This is a good change for the folowing reason:
It allows lvl 20 to 25 characters to run with lvlv 16+ heroic characters, this enables people to continue their freindly 'raid nights' and allows every one to gain some xp.
What should be done to encourage this:
Swithching destinies should not have a timer and the plat cost should be minimal (or none).
Eventualy players will fill out their destinies: under these circumstances there needs to be an option to switch to a 'null destiny'.
Ex Euro player from devourer: Charaters on orien(Officer of Under Estimated & Nightfox): Wrothgar, Cobolt, Shadeweaver, TheMetal, Metaphysical, Allfred, Razortusk and many more.
stuff by me: http://forums.ddo.com/showthread.php...02#post4938302
The idea of raising the level cap by 5 in a game with such heavy penalties for being 5 levels away from other players is absolutely ridiculous.
I thought it was the initial idea anyway...
It's sorta the problem that comes hand in hand with having 2 separate, yet concurrent leveling systems in place that serve no purpose other than to give the people who haven't purchased epic destinies somewhere for that xp to go. I know there is more at work here, with extra feats, skill points etc, but essentially they have separated the base system (levels) with the enhancements (Epic Destinies).
If we could have an 'active' destiny and a 'training' destiny (where the xp you get is funneled into) it wouldn't really be an issue, but it's not the case. Hell, once all this goes live we are going to have situations where level 25 characters are going to need to swap into their already capped healing/tanking epic destinies in order to fulfill a role in a difficuly quest/raid and essentially forgo any experience while others might still be able to have a destiny active that isn't capped. If we get to a point where any experience is at a premium (due to repetitions, first time bonuses etc, why disadvantage these people?
IMO, the best solution would be to give the XP penalty a decay function.
From the Devs point of view, I guess there needs to be some form of farming penalty to avoid a situation where players find the 'most optimal quest' and farm that exclusively a bazilion times.
From the players point of view, given there are so many Destinies, there should be enough decent XP to keep plodding through them without being forced to TR or run challenges back to back.
If something like the current 'repeated run' penalty remains in place this would solve the first problem. As it is rumored the current epic timers are going, I suggest a timer that removes 1 off the repeat counter every 24 hrs (subject to change, some may say 3 days).
This gives deminishing returns for excessive farming, but gradually restores the XP potential out there as players move around the conent.
i do prefer the simple method when it comes to the xp hits. 20+ the epic level. instead of trying to figure out the destiny on everyone. at least we will know how to setup our lfms like we always have if it stays the way it normally is
Ghallanda: Save the newbie, save the world.
That's just telling me that IF I want to be able to level more than one destiny I better NEVER take anything above level 22 until I'm completely done. What you've created is a invisible level cap for anyone without a guild running everything all the time. Awesome.
Here's a simple idea - make all casual level 21, normal level 23, hard 24 and elite 25. If I want to run everything on normal i incur the most minial XP penalty even as 25 and If I want to run on casual I get a little more. If I group on elite or hard I never incur a XP penalty.
Honestly; if I have to grind this much penalized XP simply because you're creating 2 complicated systems of levelling with a limited amount of quests and where you had to make Epic casual and normal because otherwise no one would be able to solo it; I assume you're not going to find that many play that often past a point. This is like TR treading water. Constantly swimming against the stream because you dont have to fortunate good group to run with. This is what creates frustration amongst players who WANT to play these quests.
The reverted method is simpler and preferred due to the confusion that would ensue when trying to put a group together with the original method. My only concern with using epic levels + heroic levels is the MASSIVE incentive to hold at 22 as long as possible and never level past 23. Not only to maximize the xp you receive, but to minimize the hit to other players in the group.
The game would allow you to go up to 25 but when you do so, you cut yourself out of leveling groups. Let's face it. With so many destinies and people wanting as many as possible, who would want to cut themselves out of xp. In heroic levels, you're never forced into hard or elite, just to keep penalties away. Sure you could level to 24 and 25 and solo, but the easiest to solo content, especially for newer players is level 21. Staying at 23 gives you the most options while leaving you with a minimal 10% penalty for easy to solo experience.
So, the original proposed method, while it was wretched as far as grouping was concerned, at least addressed this problem.
As others have mentioned, you could remove the powerleveling penalty and allow 20-25 to freely group together, but that still doesn't solve the problem that once you get high enough, you NEED to run hard and elite epics to receive unpenalized xp. Again, the original proposal at least partially solved this problem by allowing you to adjust your "level" on the fly. I get why you wanted to go that way, because if you can get around the "putting groups together issue" and the fact that it's so convoluted, it does work.
I'd say for starters adjust some of the level ranges on new epic quests so that normal ranges from 20 - 24 perhaps depending on the quest, with hard and elite scaling up as appropriate. In addition, remove the powerleveling penalty while in epic quests. Anyone 20+ gets full xp regardless of the level split as long as you're in epic. While not the most elegant solution, it does solve the two main issues at hand. The need to hold 23 almost forever and the ability to put groups together more easily by removing power leveling at epic level.
Kaarloe - Degenerate Matter - Argonnessen
Though not pertaining to XP scaling.... I ran through a lvl 20 challenge Dragons Horde to make boots. On live at lvl 20 i was getting 130+ armor fragments at level, but as a 20/5epic character now..it went down to 20.
So much for getting those boots today.
There should be zero XP penalty for Levels 21-25. Having a penalty will discourage grouping and raiding for anyone that is less than L22 due to the XP penalty
Is there an official word on how existing "epics" are going to be handled, now that there is no longer an "epic", just levels?
Will Snitch be level 21 on normal? etc.
Ghallanda - now with fewer alts and more ghostbane
Having an xp penalty for epic levels seems like a bad idea given the dev's intent for players to level up multiple destinies. By the time you have 2 Epic destinies capped you should be 24-25ish Epic. So thats -really- going to cut down the number of available quests to run without getting the xp penalty if you don't want to run epic hard/elite.
Levels 20-25 characters should be able to group together without experience penalties.
Since we're on the same page regarding K.I.S.S., and since it's already been promised that this will be the case, can we continue this and just remove 20-25 xp penalties from the game entirely?
Then I think we will have a system that will be not only very simple, but very well received as well.
<-Curelite Bottling Company->
Originally Posted by Chilldude
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