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For reference: Last night, an SG with 14 players online at the time managed to accrue approximately 150,000 prestige in just around 2 hours. No exploits, no manipulations of missions, just working together as an SG at common goal. It IS possible to rake the stuff in pretty fast.
Couple things, if it helps: a split team of mentors and sidekicks will yield dramatically more prestige than a team of even levels. I'm guessing this is by design too, since mentoring also yields SG badges. The SK will get a bigger bonus than the mentor for all kills and completions, so it pays to have both high levels and low levels working together. Secondly, two seperate teams of the same sg are spilling into the same coffers, so using supergroup chat as giant team chat now has a real utility.
So far, it looks like the prestige and base system is intended to reward an SG not based at all on size, but rather based on how well and frequently that SG works together. If your group is composed mainly of people who solo or pickup a lot, it's not going to matter how big they are, prestige accumulation will probably be lower.
Anyway, these are just observations; I'm not intending to flame anyone. Just felt that the discussion deserved some honest counterpoint.
-M
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Our SG's entire point is to work together.. very rarely do we team outside the SG. I have a feeling I know how you made the 150,000 Prestige and I can say that DoIDD has been able to make 70k Per Hour using 10 members working together. However that method is only good for a couple hours then everyone gets bored and wants to go off and do missions, and play the rest of the game, or go work on their villains or they simply have to log out b/c they only get a couple hours a day to play.
That 150k you earned in 2 hours wouldn't buy a generator. Something that in a base raid can be destroyed in six hits by a high damage dealer.
If you have a base where the rent hasn't been paid, weather you can still go into it or not is usless to the SG. People want and need to be able to use the Teleporters, medical facilities, and worktables to use that salvage they've aquired.
I can't imagine a small SG trying to get what DoIDD"s managed to do so far.. If your in a small SG and have managed to get a working worktable or two I applaud you with great zeal. We've spent over 200 Million in Influence and worked 10 - 20 people's butts off for the last 4 days and have barely managed to get things setup to the point we'ere at. (3 rooms, Entrance, 1 Generator, 1 Mainframe, 1 Bugged Mission Computer, 1 Basic Work Table, 1 Advanced Worktable and 150k Prestige in the bank) thats it.. thats all we've got to me thats what a small SG should be able to aquire without much hard work. We're still using the smallest rooms onthe smallest plot of land. It'll be six months minimum before we can expand enough to even THINK about Items of Power. -
Ok about the base rent the last thing i'd seen was on the beta boards (I think it was Recluse) stating it was 5% of Cost of Base and 5% of bankroll.
The Problem with the quoted post about No one being able to get the base they want in the first weekend is moot.
The numbers they're charging NO ONE is ever going to be able to afford those largest sized bases.
Even if I had 75 people working 2 or 3 hours a night no nothing but the best possible prestige earning method (which they'd be bored ot of their minds on) there's no way we'd be able to raise the funds for it, pay the rent, and allow people to build things.
While they say that tecnically very little prestige is actually lost.. who wants to go selling off chunks of their base just b/c they can't afford the rent that month?
If I've got 6 people trying to build equipment and they want to place the fruits of their salvage labor they would use up a minimum of almost 600k prestige (most things I'm seeing cost 100k or more, those items below 100k are generally above 75k) All of a sudden the SG's prestige is gone from a weeks hard work and a fight ensues when the SG base designer decides to sell off those items to get back the prestige used b/c they had already earmarked it for something else.
Also what happens when someone else sells something out of a base that you built? Does it go back to your add personal item inventory? Is it broken back down into salvage or is it just gone?
The OTHER thing to take into consideration is that we're paying MILLIONS for things like a Generator that some jackass will simply destroy in pvp. Do we get the prestige back when they destroy it? How about the salvage?
Several of my players have practially bankrupted themselves influence wise just to buy us a generator, mainframe and two work tables. You mean to tell me that it should take an SG weeks just to get a working base of the smallest variety?
I think that sucks. Especially when the SG has been around for over a year. -
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I can't think of a reason why the devs would want to "avoid" having level 50's generate extra prestige. It sounds like a perfect reward for maxing out your character, to me.
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Why would you want anything other than level 50's in your SG then?
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Because few people like having NO progress to make all the time.. -
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If you do the math, 20 Million Prestige's rent is 1 Million Prestige every 2 weeks...."
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It's actually 400,000, but who's counting?
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Where did you learn to do math? 5% of 20,000,000 is 1,000,000. Its really easy you open the windows Calculator and type in 20,000,000 and press the * button then type in .05, hit enter and boom you get your answer. -
The real problem is that they've based the costs of everything as if we were earning Prestige at the same rate we're earning Influence. Which we're obviously not.
My biggest concern at this point is that folks want to do the crafting thing but prestige costs for items to craft cause nothing but headaches. If you've got 50 people in an SG and your only earning 100k per day if your lucky and even if only 10 members want to build things for the SG... your looking at MILLIONS of prestige needed to allow them to place what they've built.
The whole system is out of whack. -
The Department of Inter-Dimensional Defense on Justice worked its tail off this weekend and managed to earn enough prestige to build:
Control Room, Energy Room, Workshop (cheapest of each)
Place a Mainframe, Basic Generator, Basic Worktable, and Advanced Worktable.
Using the salvage everyone collected poolled together I was able to build a Generator on the Advanced Worktable. Boy was I disappointed to find out its going to take more than a week or more of the remaining members who are playing CoH to farm the prestige required to place it (1.5 MILLION Prestige) to place an item that 8 people got enough salvage to build in a couple days. Our current rate of prestige earning is under 100k per day.
I know there's quite a few folks out there that believe that bases should be built slowly and over time. However this snails pace doesn't cut it. At this rate its going to be months before anyone gets near raidable bases with Items of Power and all this salvage their collecting is USELESS b/c the SG's not going to allow them to place the item when they're trying to just pay for the basic rooms they need to house things as they slowly get prestige.
What I'm seeing right now, my SG's goal is a base that has:
Secure Secret Location (smallest version)
2 IoP Vault
2 Workshops with Six total Workbenches
1 Medical Area with 1 Medical Teleporter
1 Transport bay for a raid teleporter and regular teleporters
1 Control room for Mission computer and basic control needs
1 Energy room with space for 2 generators.
-All the appropriate equipment for these rooms
Lowest cost in CoV beta I could get for this was 20 Million Prestige.
If you do the math, 20 Million Prestige's rent is 1 Million Prestige every 2 weeks.
Our rate of less than 100k per day will mean that we'll barely have enough prestige to maintain that once we get the items let alone be able to pay for anyone who builds something from salvage and wants to place it in our base.
If I want to place this generator i created I need 1.5 million prestige.. even if we had 2 generators I could sell off that were already in place thats only .5 million and the other million would be hard to come by.. not to mention it would up the value of the base significantly and suddenly we wouldn't be able to make our base payments at all.
We had about 10 people working all weekend and managed to get about 70k on Satudray and about 100k on Sunday... then some of us spent some inf on that pathetic conversion rate just to get the worktables functioning.
Honestly.. prestige needs to be bumped up by a decimal place per kill. If its going to be viable you need to earn 30 prestige when in a team of 8 per kill not 3. -
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OK - here's the most likely outcome...
If you own both games, you get all options - the new CoV sets will be accessible for your heroes.
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That would make sense to me. Would also make for some nice variation in heroes. -
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-The Council was formed from the ashes of Arachnos.
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WHAT??!?!?!? What happened to the 5th Column and that entire story line???? And why am I working for them in the Rogue Isles???
psst.. Manticore.. clarify your clarifications please -
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Ok, so we were told that we would be getting bases when CoH came out, and all these great things would be coming.
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Being that I was here from the beginning, I can promise you that bases were NEVER promised. NEVER. It wasn't on the box, on the website or in any promo material. The most we ever said was - "someday we'd like to do bases."
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Well Statesman, this is a prime example of your ambigous advertising of What City of Villains would be. You kept touting it as a whole new game totally seperate from CoH that would be able to interact with CoH some..
By doing this and repeatedly talking about bases being something to fight over peole automatically assumed that since the games were seperate that CoH would get all this content that CoV was getting and you only had to get CoV if you wanted to play a villain not play with all the new toys and features too.
In actuality CoV is a STAND ALONE EXPANSION to CoH. Yes someone who doesn't have CoH can pick itup and play it but its really nothing more than a giant issue for City of Heroes.
So many peole are expecting a game that's totally different b/c they're being told its a different game. Its actualy the same game with all new content and AT. While techincally it maybe a different game.. its really just CoH rewrapped with some new features.
Not to mention the bit you quoted said nothing about it being promised.. and they were 100% we were told bases would be coming and all these other great features would show up.. it was left ambigious back then b/c you had no clue or no intention of releasing what was going to be in CoV b/c it was far to early to. -
Just to make sure folks are clear.. Paint Shop Pro can OPEN files just fine... I have not looked into weather or not it can view/edit the tag info.
There's no need for a special screenshot function without the tag info. -
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Interesting...
Now can we "trade" influence for prestige?
Does the prestige we get add-up in a personal "account" like influence does or does it go directly to the SG prestige "account"?
If we exemplar in SG mode, do we get more prestige?
I dont clearly understand the last comment, do we get both influence and prestige from mobs when we are in SG mode or is it prestige in SG mode and influence in "personal" mode?
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Thats not what Zeb was saying.. he was saying that you earn both.. but as you get higher in level... its a trade off as to which you earn. Influence for yourself OR enter SG mode and prestige.
I've said it before and I'll say it again.. this is a terrible idea.
What brainchild figured it'd be a good idea to implement a second monetary system when there's already a problem using the first. The average non-pl'd 50 ends up with MILLIONS.. 10s of Millions of influence and has nothing to do with it but give it to alts/friends and buy costumes. -
Yeah can't wait to see this on test server.
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Well,
There went my hopes for a long and engaging storyline.
I've loved the first two comics by Mark Waid.. I'd rather see more of that than changing writers every three comics. -
Base raids = glorified Arenas. Wooopie. How exactly is this going to be fun?
Honestly. having to find and schedule an enemy to raid your supergroup's base? Thats about as dull in concept as having a superhero who's superpowers are based on tax returns. Captain IRS is filing a 1040 WATCH OUT!
The Arena's are not fun b/c its kill the squishy, thats all base raids will end up being too.. if its a click the glowie to win situation someone will phase shift, run to it unphase, click it as he gets ganked by those guarding it and it'll be all over. -
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Well, it's not that the programmer doesn't have handle, it just isn't cool....
STATESMEN FOR TEH WIN
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You spelled your own name wrong!
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No he's just referring to the new Statesman Cloning Program over at Crey Industries.. You thought Paragon Protectors were bad...just wait till you see the STATESMEN FOR TEH W!N!1!1111! -
The Official Justice SG List seems to have Disappered. Which is OK it needed updating. Lets start a new one:
Use the following format
SG Name:
SG Leaders:
SG Website (if any):
SG Recruiters:
Teamspeak/Ventrillo Server:
SG Peak Hours:
Other Info:
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I'll start off!
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SG Name: Department of Inter-Dimensional Defense (DoIDD)
SG Leaders: Liberty Justice, Dr. Quantum
SG Website (if any):www.doidd.com
SG Perferred Recruitment Method: Post in our Recruitment Forum so that a Field Agent can contact you ingame.
Teamspeak/Ventrillo Server: We use Teamspeak and average 15 users an evening on it.
SG Peak Hours: Evenings Eastern
Other Info: We've been around in game for over a year now, we are currently around 120 players strong spreading over six supergroups of characters. -
I don't quite get the debt free for 10 levels bit.. but okay, whatever.
Bizzare change... -
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okay, 38 pages is a little much for me to read through, so what i say has been said before, just kindly ignore me.
the lastest online RPG that i've played before CoH was Final Fantasy XI (FFXI from here on out). the exp system in FFXI is very similiar to that which States is suggesting. if you are dead, you'll get no exp no matter what, and your death timer is set to one hour before you are automatically sent back to your Home Point (hospital). so, just be greatful of what you guys already are getting and see the inherent break in the system with the dead still getting exp.
also in FFXI, there are level ranges and modifiers as well as distance limits. for example:
say your buddy is lvl40 and you are lvl3. screw side kicking and just have the lvl40 solo some mobs. in the current system, the lvl3 would get the same base exp from the kill with a party modifier, say for sake of arguement, they both get 100 exp for a white mob. however, in FFXI, the lvl3 would get something like 1 exp for this kill. how? the base the exp off of the highest lvl and then had modifiers to that.
using the above example, assuming that the white mob is worth 50 exp to the highest lvl in the party of two, if he had solo'ed it, here's how the break down of exp to each person would be:
(50)(.6)=30xp
now this 30 exp would be modified further by lvl checks, so the lvl40 would get 30 exp since he is the highest lvl in the party, but the lvl3 would get:
(30)(3/40)=2 exp
in theory, you could pwrlvl this way, but it'd take forever. a good compromise would be to add the lvl modifiers to be a little more "harsh" for wide lvl variants. this won't affect SK and EXE at all, and you could get rid of the distance modifier to keep everyone more or less happy.
by no means is FFXI a perfect game, nor is CoH. the way that exp is handed out in FFXI is a little bit more fair though. granted, it means that inorder to be pwrlvled, you'll need an outside healer to keep the team cured as they kill much higher than the average party, but realistically, it'd take so much longer to kill.
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No offense but comparing CoH to any other game such as FFXI is pointless. They are not even close to similar. Zones in Final Fantasy XI are very different in nature, combat is different, and the entire nature of the game is nothing similar to City of Heroes. Sidekicking is unique to CoH and changes all the equations.
Well folks I'm out for the day (most of the weekend as well), States I REALLY REALLY REALLY hope your listening to these posts.. -
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Just what I was thinking. It's really the insanely loud group that gets riled up by seeing a low-level toon standing in a train station that "effects the game". We all have to suffer because of attempts to solve the "problem" that is a made-up problem.
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To be fair, I don't know that I'd call the insane amount of lag that you hit when you approach the Talos train station or the Peregrine ferry a "made-up problem." I don't often get that much lag outside of a Hamidon Raid.
However, what really needs to be done here is a cost-benefit analysis.
Benefit: Get rid of the insane train station lag. A lot of the people who are giving this version of the plan a thumbs-up would be the folks who, like me, get really frustrated when they need to take the train in Talos; not only is Talos a hub between most of the zones in the map but it's prime PLing turf for characters in their 20s PL'ing lower folks. The two factors in combination can often make trying to catch the train tantamount to swimming through mollasses. It's easy to see how some people--who absolutely hate that lag, aren't terribly fond of PL'ing in general, and don't tend to be on teams that often hunt split up could be in favor of this proposal.
Cost: Disenfranchising a lot of legitimate team players. Then there are those people who aren't bothered by lag or powerlevelling and/or for whom hunting zones split up is an important tool in their tactics-bag. These people don't feel that legitimate players should be penalized for playing in their preferred manner--and there do seem to be a lot of them.
So, is curbing PL lag worth the cost of ticking off a lot of subscribers? That's the question Statesman has to ask himself.
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Ok.. I play on Dial-Up and I can tell you from my netgraph, that my lag ALWAYS increases near the trams weather anyone is near them or not. Having players around them isn't increasing my lag much at all. I have just as hard a time at the tram in Skyway as I do in Talos. The lag differential for removing players that happen to stand around there isn't going to change much. -
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Yes Dwimble and if this didn't affect all of our gameplay then people wouldn't not be against this sort of change. However, any change that affects everyone should not be implemented to effect change that would only cosmetically fix a problem.
_
Its not JUST power levellers that sit at the trams, anyone who wants to go afk will sit there as well...
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Well, I never said it was a good idea or that I agreed with it...I was merely explaining the changes because many people still don't understand them.
Also, it isn't meant to stop people from sitting at the tram chatting or AFK. It's meant to stop people from getting XPs while sitting at the Tram chatting or AFK. And, as I said in my post, the unfortunate side effect is that it will also affect others from time to time who are not engaging in the behavior it is designed to hinder...and that's not good. That's why I hope the devs will continue to consider it and come up with a more elegant solution. Even if they implement this version of it in I4, I hope they'll make changes to it later.
Dwimble
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Hehe I know I know..
I equate this change to the Boss XP/HP change of Issue 3.. it was a huge mistake, they didn't listen to the posts telling them this until AFTER it went live and they realized that next to no one who actually needed Respec could complete it, soloing missions became a nightmare and large 8 man missions also became a nightmare.
We're seeing the same thing all over again. This change is being implemented to target a small group and will have consequences far reaching beyond its intent. This is the ONLY reason I'm posting so much on this topic. Its a mistake and if it makes it to live it'll make playing the game far less enjoyable for weeks possibly more.. -
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I'm impressed. The changes haven't even made it to Test and it's the WORSE THING TO HAVE EVER HAPPENED.
I'm not saying people don't have a right to complain about changes they haven't played with yet. I'm just saying more people will listen to you when you start a complaint with -"So I was playing on Test with the new exp changes and such-and-such happened."
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Thing is Choice, unlike power changes.. this is simple logic of known gameplay.
Its not about if the range of 300 feet will allow groups to effectively hunt together in one area..
Its about the side affects and all the situations that were not considered when this entire xp range was put into place on the test server. We're not debating the change from 200 to 300 feet. We're debating that this whole xp range change should never have been implemented, there's no need for it in the game. It solves nothing. -
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Thing is, Liberty, many of these people never even gave the game a chance. Newbies, fresh level 1s who JUST got the game, have sent tells to me for powerleveling. Not even wanting to try the game is just sad. The devs give you all this content and all they want to do is blow through most of it. While that's fine that they do, they are going to get bored because they missed the good parts of the game. They are going to suck because they lack experience in the game. They are also going to become level 50 whiners asking for more content.
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Another one I haven't seen yet. Do pwlvlers become lvl 50 whiners asking for more content? Do they really? Every one I've met seems to be having a great time. They all seem to know their character inside and out too.
Is it "sad"? Probably...but again....so what? They are all supposed to play like I do or they are "wrong"?
This isn't like the stupid Hami farming I've seen in which the upcoming PvP is being directly tied to it and making it mandatory. I don't HAVE to pwlvl.
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Some do, some don't.
As far as the Genius of the power levellers scheme.. its still effective in this effect:
3 man team, lvl 50, lvl 45, lvl 2. The lvl 2 is sk'd to the lvl 45. The lvl 2 then stays 90yds from the lvl 45. The lvl 50 then stays 90yds from the lvl 2 in the OPPOSITE direction. The lvl 45 and the lvl 50 both begin killing. The lvl 2 is getting exp for botht he lvl 45's kills and the level 50's kills. The lvl 45 gets only the xp for the kills he does and same with the 50.
This could then be made even further effective by adding 2 more level 50's killing in other directions and making a perimeter with a 90yd radius from the lvl 2. 4 players getting xp for one character who's standing safely someplace, either in a dumpster, behind a wall, or many other places. When they hit lvl 20 they simply pick up phase shift and do it anywhere standing completely safe while these 4 players run about killing enmasse. -
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This is sort of like some cities that pass an ordinance to get panhandlers or bums off the streets. It doesn't solve the homeless problem or stop panhandling, but it DOES stop people from having to see it. And, ultimately, it appears that's what most people want. They just don't want to have to SEE the powerlevelers...regardless of whether or not they continue to exist.
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Yes Dwimble and if this didn't affect all of our gameplay then people wouldn't not be against this sort of change. However, any change that affects everyone should not be implemented to effect change that would only cosmetically fix a problem.
Its not JUST power levellers that sit at the trams, anyone who wants to go afk will sit there as well.
I would say quite obviously from the responses and the vast number of negative ones that more people are upset by the change than those who are looking to get rid of people standing around at the trams.
If your going to force people not to stand around at the trams gaining exp then make a change that fixes that without affecting gameplay for anything else. -
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Re-post of a re-quote (if you've been following this at all in the other thread, you can probably ignore this)
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Re-Quote from the other thread
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Just to put a few starting points out there for my post...
1) Statesman, in his own post has already stated that this XP leash will not even be a guaranteed fix to the one type of PL it targets. BUT, it WILL certainly be a hindrance for EVERY other type of player out there in EVERY situation and tactic from level 1 to 50.
2) Also, the 'lost to the void' exp has been stated as a bug in review (in that exp which would normally have gone to teammates in the split now goes nowhere) so we can know that it is not meant for xp to be lost to those outside 200'.
So, as if roleplaying a time traveling AR/DEV blaster here to save your world, I will explain to you how this will IMPROVE things for PLers of the singular variety it is aimed at prohibiting (namely, street sweepers with a bridge and SK).
Place the hunter on whatever target he wishes, place the SKed character within 200' of the target, place the bridge 50' from the SK and in the opposite direction of the hunter. You can put the SK and bridge in any combination of distance (since SK range is 9 yards longer than the XP leash) as long as the bridge is +200' from the target and SK is between them. It'll look like this:
(MINION) Hunter <------190'----->SK<----------50'-------->Bridge
You have now placed the SK within level range of the target AND within leash range of exp while removing the bridge as an XP leech from the scenario. Now the 3 man team xp boost is split among two, the hunter and the SK this whole setup was built for anyway. VOILA!! Better PLing without exploiting and all thanks to this 'limitation' on PLing.
If all that comes out of this is, 'at least the PLers are working harder', realize how much more inconvenient and convoluted it is for EVERY OTHER GAMER in CoH and drop it from the code altogether. Please.
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Quoted for genius.
If the Devs are dead set on releasing this code, please, PLEASE put additional code in there for debuffers and buffers to get xp from doing their jobs (while on teams anyways).
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once again re-quoted:
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You have now placed the SK within level range of the target AND within leash range of exp while removing the bridge as an XP leech from the scenario. Now the 3 man team xp boost is split among two, the hunter and the SK this whole setup was built for anyway. VOILA!! Better PLing without exploiting and all thanks to this 'limitation' on PLing.
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You are a deviously brilliant individual.
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Seconded! I would never have come up with this brilliant twist on using XP range to your advantage.
Finding bridges is a pain because they level up as you use them...this could eliminate that. The only problem is getting the distances consistently right, which would be hard to automate.
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Actually it would be painfully easy to automate. Have the SK mark the PL'er and the mentor mark the SK. The SK stays 55-60 Yards from the PL'er (who would have to be a melee fighter) and have the mentor stay at least 20 yards further back from the SK. Actually you wouldn't even have to have the mentor mark the SK, just have him mark the PL'er and stay more than 70 yards back from the PL'er.
Simple.
(btw, lvl 32 and I've been playing since before the Rikti invasion)
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Change the math on these slightly and you have a new power leveling technique that is at least twice as effective as the one that is currently used on live. And 100 yards is much easier to check up on than 67 in any case. If you make it double SK distance, then you wouldn't inconvenience much of anyone, and you'd keep the PL'ers away from the station. Not much better, but a little.
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Just in case a dev missed this earlier... I'll do the math now.
PL'er fights while SK stands 95 yards away from the PL'er. Bridge stands 110-120 yards from PL'er. To make this easy for everyone, both the Bridge and SK mark the PL'er as a way point. SK gets uber xp while the Bridge gets nada. Works better than the current PL system because SG's that PL all their new toons only need one or two bridges at lvl 43-44, as the Bridge never gains xp and never needs to be replaced.
Edit: Or better yet, let the bridge die. The SK can TP friend the dead bridge around. It doesn't matter if he's in range to gain xp, because of the death timer, he gets no xp anyways. He just has to type something occasionally to his friends or SG mates to stay logged in, heck, I think that would even work in missions with the current system.
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Wow.. that is truely genius.. Score one for the power levellers. -
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If all they were worried about was people standing at the tram causing lag then the simply could have made it "No Exp" zone.. where you get no exp if you are standing within so many feet of the tram.
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Great idea, but it would only serve to shift the lag further away from the tram.
To Statesman: How about putting a hard XP cap, instead of calculating a percentage, on anyone SK'ed to a higher level hero who's +4 levels above their true level. You'd be able to nix powerleveling altogether without impacting the rest of the playerbase.
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I think if you want to put some kind of reward "cap" to stop PLers without punishing the regular player base, you should have earning above the "cap" reward you by the exemplaring scheme. It will keep people from getting from level 1-30 in a heartbeat while still rewarding people who want to team many levels above them for fun.
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A 5 level gap is how it used to be for 40-50 and it was a major nightmare finding teams. That sort of change would be very bad for teaming. We've seen that in the past.