I'm going to have to toss my hat in and say that buying exp with gold is too open to abuse although more quests are always appreciated!
The Economy, Leveling, and You
What is less known is that Celerity = Anume. Think about it. The volcano created Anume. Celerity created the volcano.
You "buy" levels by killing mobs already. You can kill 500 dryads, or sell 500 pieces of Chimera armor. What's the difference? Time? Look at it from a realist standpoint. White collar versus Blue collar. If you have money, you don't need to get your hands dirty. If you don't, you do. That's just simple economics.
That's just simple economics.
I agree, however, I think what the staff is going for is trying to keep people involved in rp earlier in the game, as apposed to just hunting and spamming skills/spells. I will admit that I do it myself quite often with characters as I am leveling up. The truth is that this is a prime opportunity to flush out your character, however I always feel the pressure to kill as many creatures worth a decent amount, as quick as possible. I find most rp occurs in this setting during the few moments we are waiting our prey to return.
What if we were to slow the progression to 50 by fulfilling certain time requirements. Such as 1-15, you would need to play for say 6-8 hours of real time before you would be able to move into the next tier, which would be say 16-25 with 8-10 hours of additional real time of play. If we were to implement this, I would maybe suggest a rare restriction based on level and level of the rare. Maybe also help with balancing eq, as much more interaction, and pk would be going on with eq relevant for those levels. Even if you were able to reach level 15 in say three hours real time, that would still give you time to rp and master skills/spells. Plus, by the time a character reaches level 50, they will have spent so much time in the world, they will be well known (of at the very least) for a long period of time, creating for more long and drawn out rp.
This is not about RP. This idea is about gameplay, and mechanisms to get people to 50 when there are no others around who can or will group.
Theres a certain knack to earning gold. Once someone learns it its basically limitless to the amount you can make within a realistic period.
With the last char I bothered (paladin) I think it took me a week to make just over 11 million. And I was only playing about an hour a weekday and maybe three a day during a week end.
You can already 'purchase' exp, although I find it a somewhat useless perk because not many people get the opportunity pre-50.
bump
I think the ability to buy ranks with gold should be looked into again.
If anyone remembers Jistanius, I solo'd him to 50, sure a paladin is easier to solo with, but I think it took me a week to do it, maybe? The benefit was I didn't have to train many skills/prayers either. Its also far easier now to solo then it was before the expbonus stuff for less then 20 folks online, and quests.
I'm sure there are races/classes that are easy to solo, etc...
I would like to see more options for when there are no groups. Yes, I'm asking on a personal basis/bias. So, what about it? Anyone have more ideas or is it going to be "Everything is fine, deal with it?"
EDIT: I apologize for summing everyone's personal experience into that particular phrase, but simply stating a positive experience with ranking reinforces the status quo and not offering any alternative ideas is silently saying it's okay the way it is.
You can solo anything to ~30.
After that, guild quests allow you to continue.
That's not a very good attitude to have if you want to gain and keep new players around for more than fifteen minutes, to be honest.
I actually like the idea. I believe at one point in time you could do the same thing with Cabal CPs back in the day, why not implement that with gold or even rares/objects. Rares would work based on level and would be destroyed essentially so that they don't cause a surge in having no rares where as gold works with Crypticant's formula very well. Yes the quests from guilds could be options, but sometimes they ask impossible things (especially last time I played, such as a simple fetch quest wanted me to go to Steel and bring it back which was impossible for a level 30 practically). I don't see a downside to it, and a lot of upside. It's not like you'd have your skills mastered either, you'd still have to train them up.
In fact you could even add it as a perk in character creation where rather than the full amount of gold you get from X MOB you get half of it and the other half would be converted to experience gained. Not just that but it could be an automatic thing you could turn on or off at will so you can get the full amount of gold or just exchange it for EXP.
Or... not. Do you realize how easy it is to farm gold...even a poor method like spamming AOE in Elium will net you A LOT of gold.
You mean the adventurous perk that grants more exp from kills?
Gold and CP's are in my view not a good idea, because newbies do not have both of them. Older players are wise enough to do with quests/solo ranking.
But I strongly disagree with the policy that we cannot quit and relog on to reset the guild quest. As Tantangel said, some of the quests are high on impossible. If I am ranking by quests and one of this appears, I quit, since there is no point staying online.
Perhaps we should be alowed to quit, or coded in a option to pay gold to reset the quest.
A good idea would be to place a timer on ranks after 30... if you are 2+ hours online at that rank and have autoexp on, you gain a rank automaticaly. Or you could make it more RPish by having us go to the Guild and have the Master share XP to gain the rank.
have the Master share XP to gain the rank.
I'd be for greater variety of questing over gold/cp buyouts myself.
Well lets get some in past the level 15 range. I don't know about the rest of you guys, but I find it decently difficult on some char's to kill the first mate at level 30. I like the starting out quests. They are pretty awesome. We need another set from around level 30-40.
Well lets get some in past the level 15 range. I don't know about the rest of you guys' date=' but I find it decently difficult on some char's to kill the first mate at level 30. I like the starting out quests. They are pretty awesome. We need another set from around level 30-40.[/quote']
+1
The Adventurer perk is practically useless unless you're a class that can actually tank. Taking it as a class that uses spells primarily and only has parry as a defense will be stuck fighting MOBs that are less than adequate for their own rank unless they can put out a high damage output before they're killed. Unless they put in a perk that gives those classes all defenses while fighting MOBs alone, to me I've found it completely useless since I can solo to 50 on many melee classes and rogues.
Adding in the gold factor would be cake and doesn't detract from any RP standards at all and more quests just means that people who know the game better would be able to rank that much faster. People who are new to the game can easily get gold and could easily get to where they need to go much faster than by doing quests. So if you want newer players to be able to get a better understanding and lay of the lands, Gold > Quests so that they can actually level up faster and learn the lands faster thus making Quests easier for them in the end. If you simply go by Gold < Quests that makes it easier for people who've been here longer to win out more often. That's just my opinion though.
What if the exp learned from raising skills/spells is increased? And the increase could be greater as the percentage rises...so that you get the biggest exp when you raise from 99 to 100. This way, if you can't find a party, you can train/solo and earn enough exp to make it worthwhile.