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Thread: >> A new way to gain XP <<

  1. #61
    when are they gonna make this sticky..

    /me does the funky chicken...

    oops.. wrong one

    /me does the bump!

  2. #62
    Yeah I guess macroing is impossible without being able to window ao but I dunno I've seen some creative hackers at work in uo. Anyways I specifically remember the dev team wanting to limit xp gains outside of killing and claiming problems in UO as a reason. Not to say that I agree with this at all, it's stupid that a tradesman or expolerer has to kill stuff to gain xps.

    With rares I agree that Nodrops suck and that selling soemthing for alot of creds might seem to be a problem but I can't see that it would be a big deal. Rares sold for big money in UO but they were almost never for sale. And UO economy was shot because it became too easy to make a mill gold.

    As for lower lvl players I guess I see things a little differently. For one xps aren't that hard to come by at those lvls. Also theres enough stuff to get a handle on without the need to handle something else.

    What seems lacking is something to do after weeks and months of killing mobs. Exploration with a reward could be that option.
    I always thought getting to see more RubiKa was a reward for leveling up not something that needed to be expanded to include lower lvl characters.

    But hey I'd be happy with any new content that wasn't imbalanced or buggy.

  3. #63

    Smile

    Originally posted by Xen
    I always thought getting to see more RubiKa was a reward for leveling up not something that needed to be expanded to include lower lvl characters.
    Good point of course. But from my own experience, zoning in Mort at level 30 is a mad dash to a fast death. Doing so at level 75 starts to be an option for hunting parties.

    Not the same thrills, but fun experience in both case.
    "Donner à des millions une connaissance de l'anglais, c'est les rendre esclaves". (Hind Swarâj, ch. 18)

  4. #64

    bump

    nt
    "Donner à des millions une connaissance de l'anglais, c'est les rendre esclaves". (Hind Swarâj, ch. 18)

  5. #65
    I like the idea of IP rewards for tourists. I think the easiest way to do this would be to place shrines/outposts in far off places (possibly in the center of each zone chosen to have this). The first time the player reaches this outpost they would get X amount of experience. A one time award.

    To add to the value of this, I would say that if a player arrives at the outpost they also get a map of that zone, again a one time gift. This would only really be a reward for those who find the outpost or are guided there without using the map. Maybe this map could automatically be installed despite map skill level?

    I would also like the option to recieve a one time mission token from this outpost. Perhaps you talk to an NPC there, they tell you to find a particular item from within the zone, you retrieve it and get a token. This could be an item dropped from an animal or whatever. Or it could just be a challenging mission/quest particular to each zone. To complete the quest you would prove yourself a master of that zone.

    yes, all quite far fetched, but it would give us something to do.

  6. #66

    Cool

    Originally posted by DeadTed
    I would also like the option to recieve a one time mission token from this outpost. Perhaps you talk to an NPC there, they tell you to find a particular item from within the zone, you retrieve it and get a token.
    Yup : generate a mission with the zone map as a reward, the dungeon would be related to the area with a specific level. Oh wiat this is a static dungeon right ?

    The mission could be outdoor too : kill the 2 Bullies at Majestic Bridge, go get the Trash King, ... The reward should be modest and one time only to prevent camping.
    "Donner à des millions une connaissance de l'anglais, c'est les rendre esclaves". (Hind Swarâj, ch. 18)

  7. #67

    Thumbs up

    Love the idea of exploration xp's!

    Good one Gummi.

    Serious bump!!

    - Khayne
    Bane 43 NT
    Othar 16 Enf

  8. #68
    I'm sorry to ruin everyone's day but I'd just like to point out one very big exploit in all this. Its a good idea and everything and I loved it at first but then I remembered a trick I did when I had a 5 min. walk on my hands. just hit the walk4ever button. its in the manual. alt-arrow I think. you can do this to walk continuously. I did it with sneaking and went a huge distange while I was afk. somewhere. ppl will tell it to do that and leave. I'd hope they'd all get PK in some unseen warzone or some extremely bright, almost blazing red (it doesn't do that but I wish I could see the look on their face if it did, lol) creature. Even if they did, if they had gone far enough to get enough to lvl at least once it'd be worth it, they'd regen, and point theirselves in a different direction and go afk again while the comp does the work.

    I agree totaly with the tradeskill exps. I think the game needs to be more real and a doctor thats as good a fighter as me just because he's been practicing it for exp is bogus. Doctor's should do doctor stuff, soldiers should do soldier stuff, and I should do my thing.

    maybe healing exp for doctor's

    tradeskill for eng traders, and nano progs.

    killing exp for soldiers, enforcers, and agents

    I think maybe killing should give no exp to certain classes. This would make each class have it's own function in the game instead of everybody shoot 'em up. No more doctor's killin me just because. If the want to fight than they should have to put extra IP in it for only that, just like I have to put extra IP into first aid. There's no reason for me to do other than it'd help make my character who'd I like it to be, not because I have to.

    maybe even stealth exp for agents. so many points of exp for each perception check (one per creature to prevent camping)

    its all uphill from here for AO as long as the nerfing stops. I'm an agent and not ashamed to admit it. Stop nerfin us and make us special. Everythin that supposed to be agent stuff has been limited in some way, shape or form, and when we adapt ppl say that we should do whatever we do to stay alive. give us our aimed shot and conceal back and we'll stop with the other stuff. The more unique each profession gets, the less nerfing and more profession enhancement, and the less whining the better the game will be. I hope this exp idea will help give each professions its own way to get exp and makes killing obsolete for the noncombatative classes.

  9. #69
    Originally posted by Vulgen
    I'm sorry to ruin everyone's day but I'd just like to point out one very big exploit in all this. Its a good idea and everything and I loved it at first but then I remembered a trick I did when I had a 5 min. walk on my hands. just hit the walk4ever button. its in the manual. alt-arrow I think. you can do this to walk continuously. I did it with sneaking and went a huge distange while I was afk.
    After zoning you're not supposed to be moving. If you are report this bug.
    "Donner à des millions une connaissance de l'anglais, c'est les rendre esclaves". (Hind Swarâj, ch. 18)

  10. #70
    And there are way of preventing that though. (It's not an exploit. A shady way of doing something, but autorun isn't bugged.)


    Make some small milestones (You know those who stands at the roadside telling you the distance to places.) which you got to 'touch'. They might even tell you some info when you do, like locations to important places, distance to the closest cities.

    These can be placed in junctions, or just along the road, and others can be placed in the wilderness. The ones out in harsh terrain should be 'better' than the ones next to the safe roads.
    *poof*


    Finally free from this nightmare!

  11. #71

    That would do it

    The milestone idea works. The main idea behind the exploring thing is (I think) that by moving around and watching nature you're learning from it, growing more mature as you see it. The milestone (asking someone from that region about the region) would also respect the whole, learning the enviroment idea.

    Question: I can understand ppl wanting exp from nature walks (i could do with a bit extra exp as well) but wouldn't a more accurate way to "learn" the enviroment be applied to adventuring skill and not exp?

    I mean I don't think someone hiking will suddenly feel like they've learned to fire their gun better. The more ways to learn skills the better. Maybe there's an adventuring way to get exp and a ranged weapon way. Perhaps a firing range for ranged weapons, learning the skill of the weapon you're using depending on the quality on the hit. It'd also be cool if the game could calculate the damage and time into a skill value (a lvl 4 soldier with a QL 35 assualt rifle have the equivalent skill of a lvl 19) something like that.

    Just throwin ideas out. Don't hate me because I'm original.

  12. #72

    ?

    I don't see how smacking down some poor mob with my rifle all of a sudden increased my ability to smith weapons. AO's lvl system makes it so that you get stronger as you go, but you decide exactly what that strength means.

  13. #73
    Yes we sure have to remember that it's game mechanic and no real-life simulation (go see Sims-online for that mwahahahahaha).
    "Donner à des millions une connaissance de l'anglais, c'est les rendre esclaves". (Hind Swarâj, ch. 18)

  14. #74

    Hey why not?

    Sure, ever noticed how team levels go up from just talking? Well, its the social interaction elements that are important too, so why not?
    "Ignorance is the greatest evil we will ever face" . -Dr. James Cone, ca 1990 CE


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  15. #75

    Talking good thread

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  16. #76
    Sorry this thread is dead.
    It's mostly no more envisionned stuff.
    Move along.
    "Donner à des millions une connaissance de l'anglais, c'est les rendre esclaves". (Hind Swarâj, ch. 18)

  17. #77

    Thumbs up Great ideas

    The one about prof-XP from the start would help break the cycle most people fall into. Docs healing in the training ground, and so on, would get people to specialise in their prof's green skills more.

    Asking someone to make your implants for you will allow you to spend the IPs in better places. If the person you get to make them gets more XP, they might not ask for as much money.

    How many profs don't have a special skill that others want from them? None?

    Come on FC. Wake up, and put those promises from pre-release into practice.
    Ignorance is never painful for the ignorant.

  18. #78
    Maybe instead of buying those maps that require 300 Map Navig, you can buy something like:
    Basic Map Drawing Equipment

    And the more you travel the more your map is complete, That will be cool, bur problay hard to do in the nearby patch, I don't think getting XP from travelling will be so good because then pepole will stop their hunting and just travel from place to place, It should give very little XP if they implent it, Maybe when you're near red agro monsters, You'll get more XP, I don't see a reason why not - afterall you get XP just from building implants and converting to Blood Plasma, but still... Maybe if they add a skill like - Scouting and the more you increase it - the more XP you get, but that's fantasy

  19. #79

    sorry, he he

    i have one thing to say, i have not been playing the game long but it is cool. here is my problem, i realise that better ql weps do more damage and require better skills. I am an engineer. I have a pet. I also have a gun. the MOST insignificant thing about my character is the gun. It does nothing. Every now and then i cheer when my lvl 30 odd engineer hits a mob. i go estatic when the damage gets above 5. Why do ppl think the pet profession is so easy? my pet is the only thing keeping me alive and the only thing doing damage to the ppl who would otherwise smash my small useless corpse into leet chow. With my super 5 damage (inflicted every 20 seconds or so) increasing the hp on missions is a long winded death sentence and i have to leggit like the wind when i see my bot knocked flat on its ass, even when the mob has a tiny portion of health left, why u ask? every 20 seconds i hit the thing, every 2 seconds it hits me for 15% of my total hp, u figure it out. and why is it just me? somebody help out, tell me its ME thats doing something wrong!! as i frequently scream when hunting and see my bot die /s aaaaaaaaaaaaaaa help!!!
    (normally 5-15 seconds before i am munched by mr grey mob)

    wow, i wanted to say one thing and i spam all that? must me something wrong with me.

  20. #80

    Re: >> A new way to gain XP <<

    Originally posted by Gummizluv
    I'm not an adventurer but I really like to explore, discover new sights and sneak in front (errrr.... well, make a big circular detour around...) of deep red mobs.
    -----
    I feel that it would be a nice role-playing trick to give a small amount of XP whenever you enter some zones for the first time and move around in it for a while (not just staying at zone border of course).
    -----
    As a better alternative an Anthropoligical Society Board could be created. It would work like Missions Boards, only that you it would collect tokens if you stay long enough in some zone of the games. Some minor buffs could then be granted after collecting enough "wilderness" tokens (speed buffs as you can imagine, ...).
    Why on earth have them waste time programming this crap? As if a couple hundred, or even 5k (small amount) of exp would matter whatsoever.
    Tokens for staying in the same zone for awhile? Staying in the zone long enough would eventually give us tokens, and then give us access to "wilderness" tokens that can get us buffs?

    I read this post due to the sheer number of posts. Goddamn, was I disappointed.
    There a far more hours of programming time piling up on these poor programmers' desks. Wake the f*ck up and realize it. Next you'll want to vividly see the animation of your toon sucking his thumb.

    - Vincentive, 114 NT
    - Apollyoni, 105 MA

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