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What? Xp Without Grinding?

Discussion in 'General Suggestions' started by SPYROHAWK, Jul 4, 2016.

?

What do you think?

  1. Good

    80.2%
  2. Meh

    12.3%
  3. Bad

    7.5%
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  1. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    So this is a quick idea I came up with the other day to go along with the fact that oh god grinding is annoying. There are four versions of this, but it's all basically the same thing.

    You get XP by exploring.

    I will go over the ideas first and then explain why this should be added second.

    ---

    So first idea is kind of like relics. In caves or hidden areas and things like that there are crystals or something that when you touch you get XP. The XP would be tuned to the level of the area. So for example if there was one in the abandoned mines, it would give XP weighed for a level 30 player. Not enough to level up, but about one bar piece (whatever you want to call that unit) for a level 30 player. If there was a hidden one in a Theased cave in the COTL, it would give about one bar piece for a level 80 person (meaning if you find it at level 50, it would be worth a lot more). You can only collect each crystal once! Or there could be a crystal cool down.

    Not only does this encourage exploring, but it gives benefit to those who are brave enough to explore areas above their level. The devs have made it very clear that they dislike the grinding aspect and that they want to encourage exploring, so plopping these down in hidden locations could be a cool idea.

    ---

    Second idea is the easiest to code but the lamest by far. Every time you go into a new chunk, you get a tiny bit of XP. Like, really tiny. This idea is that every time you go to a new location, you get a tiny bit of XP.

    This is easiest to code, but has a BIG flaw. Let's say you have a hidden cave running under the city of Cinfras (idk if this is true or not, just example). Being in the same chunk in the city but not in the cave would give you the XP without you needing to find the cave.

    ---

    The third idea is like the second but more specific. You assign certain areas XP values. Not a whole chunk, but a certain areas like the inside of a temple or something. When you go into the area for the first time, you get XP. This can be done in 2 ways. Firstly is that the first time you go into the area you get XP. The second is that there is like an hour cool down before you can get XP from the area again. This is so people don't just go to the area border and hop back and forth.

    This is the hardest to code cuz you need certain regions, but I think it's useful for having certain areas be discoverable.

    ---

    The last one is easy to code because like he chunk one, you don't need to set up specific spots. Every time you open a loot chest, you get XP. The XP is blessed around the level of the area it is in, and the tier of the chest. For example the tier 3 loot chest in the herb cave might give a level 60 to bar pieces while the level 1 in the cave might only give half a bar piece. It can also be customary configed so like the chest in the Detlas id shop always only gives a very small amount.

    This is useful because you don't need to add anything new, it's just in the loot chests. It (like all the other ones) encourage exploring.

    -----

    Now I do realize some of the XP values I pointed out are a bit large, but that's up to the devs to decide, this was just made for the basic concepts. No one likes to grind, spend the devs encourage exploring. Like myself right now I am level 61 (I was doing computer changes so I could not come on during the double XP) and instead of grinding, I spend my time running around exploring. I feel like others do too. This would give a new way to get XP without having to grind.

    But of corse if you don't know where any of the XP things are or don't want to look for the, you can always grind if you feel like it, whatever floats your boat.




    So yeah, that's all from me until I get the devourer darkness thread out! (I know the poll results said differently, but my computers are not ready for the dwarf war or map threads just yet)

    So yeah!

    Al Simula

    SPYROHAWK

    (Written via iPad, sorry if autocorrect screwes me)

    ---

    Edit:

    So someone just brought up the point of a low level going to a high level area and gaining way too much XP, so for any of these ideas there could be a retraction that you will only get the XP if the area is within 10 or 20 levels of your current level. So a level 100 can't carry a level 1 all the way to a crystal/chest/area in ahsmord and they level up to like level 50 or something.
     
    Last edited: Jul 4, 2016
  2. KabalUT

    KabalUT RETIRED Detlas Janitor

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    This is a pretty good idea, you actually put some detail in it!
     
  3. pretzellover33

    pretzellover33 Eater of pretzul- ahem, Pretzels HERO

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    >level 1
    >get level 100 to carry them to ahmsord
    >do something
    >????
    >profit

    Good idea, but it's too easy to abuse. The first one seems like the best option, except for what is above.
     
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  4. motoki1

    motoki1 The Damage Calculation Scientist HERO

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    Whoa I think that's really good idea, since XP is "Experience" Points.
    Nice work, I hope that will be added someday.
     
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  5. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    You just gave me an idea, gimme a sec to edit
     
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  6. TheHipster

    TheHipster Famous Adventurer

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    You posted this,



    7

    MINUTES

    AGO
    ________________________________
    I think the problem with this is the fact that the lootchests spawn loot based on the mobs levels, not areas (that's what the tiers are for).

    If there are no mobs nearby it will spawn loot based on your level.

    So having XP vary would be very difficult to code unless it's purely based off the tier of the chest
     
  7. Cloud Man

    Cloud Man Bruh HERO

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    meh, needs improvement like on 2 instead of chuck do town or zone or they could code it specifically
     
  8. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    You legit just restated number 3...
    ________________________________
    Your point is?

    ---

    I thought they undid that because it caused too many empty loot chest problems?
     
  9. Cloud Man

    Cloud Man Bruh HERO

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    then why did you make number 2
     
  10. captainganon

    captainganon God of k | Derpalope VIP+

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    This idea could work, but only number 3, from what I gather.

    If any of you know Xenoblade Chronicles, you'll know what I mean, but if not, go look up the game and it's XP system; you get some XP for each new area you visit, moreso towns than just new areas.

    If this is what you meant with #3, then sure. I'd link my old suggestion similar to this one, to explain it better, but it got deleted.
     
  11. Defunct Fighter

    Defunct Fighter Famous Adventurer

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    1st idea: So... kinda like Fallout? I'm fine with that.
    --
    2nd idea: WAAAAAAAY too broken, even if it's a small amount.
    --
    3rd idea: Combining 1st and 2nd, hard to implement but a decent concept.
    --
    4th idea: Makes sense, but server hopping players could become a problem.

    Overall, pretty nice ideas
     
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  12. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    For an easier to code version

    I thought 3 and 1 would be the best, with 2 being easiest to implement without it being broken.

    And yeah, that's pretty much what I meant with number 3

    :)

    But for your problem with number 4, doesn't the server have a cool down on opening chests after entering a server? Basically all of these could have a cool down. Perhaps with the loot chest XP having a longer cool down than loot chest opening.
     
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  13. Nepeta Leijon

    Nepeta Leijon Rogue of Heart ♌ Leittarius CHAMPION

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    I like this idea, since grinding at higher levels is brainmeltingly boring, and for the longest time (before I decided to start levelling a hunter to experience something new & get more Hive Vouchers) I would come on the server and just f*ck around, exploring areas and searching for loot to haul in.

    I especially like the loot chest one, since it would force players to go looking for high level chests to get the most XP. I think the XP rewards should work the same as the Loot Chest rewards themselves, however. For Example, if you were to go get a well hidden Loot 4 Chest in the sky islands at level 1, it would only contain super good gear for the level range 1 to about 10; so the XP gained could be done as a percentage of level kind of deal. Also, as with loot chests, the longer a loot chest is 'active', and the harder it is to get to, should increase the amount of XP you get.
     
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  14. siphsky

    siphsky Travelled Adventurer

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    omg, why did'nt anyone think it ? I love your idea <3
     
  15. SPYROHAWK

    SPYROHAWK Head Grand Theorist HERO

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    :)
     
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  16. Mouse :)

    Mouse :) cicetil is no longer a slave VIP+

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    cool.fuckyoudarktheme
     
  17. SSentrie Aorei

    SSentrie Aorei Well-Known Adventurer

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    One bar or 10% would work pretty well if the cooldown scaled on the amount of exp because if its a lvl 3 vanish assassin can get to quite some risky places
     
  18. Ten

    Ten Still Poor. HERO

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    I like it!

    Edit: WHAT THERES A TIER 3 IN HERB CAVE?????
     
  19. _@

    _@ LunarWiz

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    Maybe entering towns/cities give you XP?
     
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  20. XavierEXE

    XavierEXE ♪ Wynncraft's Composer and Ability Tree Lead ♫ ♪ Music Item Team CHAMPION

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    [You are now entering Troms]
    [+460 XP]
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    [You are now leaving Troms]
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