The ingenius of bonus XP

The ingenius of bonus XP

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Posted by: Sad Swordfish.9743

Sad Swordfish.9743

If a mob has been alive in the world for a long time, it starts accumulating “bonus xp”. A separate pool of xp that increases the longer the mob is alive. The idea is that it gives incentive for players to go kill all sorts of stuff because there is a chance that the mob might yield bonus xp.

But why is this only limited to xp? Why is magic find or rare drops not heavily increased on mobs that are rarely killed? If it was really worthwhile people would literally kill everything (because you cant see if the mob has been a long time.. you just need to kill).

the idea is that you do the opposite of DR. It will be IR. Increased Returns. players are heavily and significantly rewarded for killing all animals in the knicks and crannies of the world that has not been killed for a while. it spreads people away from the heavy farming segregation.

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Posted by: Zplus.4217

Zplus.4217

I second this, also op maybe you want to post this in the suggestions forum, since different devs only reads certain parts of the forum.

Simply put, they need to move AWAY from the traditional way of nerfing things and do things differently by buffing things.

I got guild wars 2 because I read that it does things differently from traditional mmos, but it’s saddening to see all those nerfs with every patch which is exactly what other mmos do before their player base turns south.

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Posted by: Xericor.9103

Xericor.9103

Good idea, but yeah ‘Suggestions’ is a more appropriate place.
Bonus exp with bonus drop rates would sure help move the players around.

www.auroraglade.eu – Community Site for Aurora Glade!

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Posted by: CC Eva.6742

CC Eva.6742

Community Coordinator

Moved .

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Posted by: tjafaas.3726

tjafaas.3726

@ ZPlus : Sometimes, nerfs are the only way to go without changing everything. If you observe that a certain skill does way much more damage than intended, it’s better to nerf these values than to buff all other skill’s damage and character’s life.
This is a simple and exagerated example, but still it gives the general idea.

This suggestion however does not require to change huge amount of existing settings (I think …), and it is an excellent one IMO.

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Posted by: Nurvus.2891

Nurvus.2891

I like this idea because it does not benefit farming/grinding and instead encourages you to travel, and populate the less populated areas.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

I though this was happening already, because most of the greens I got in lower level areas came from creatures that gave maximum bonus exp.

If this is not happening, it could be a good idea. Who knows, maybe we’ll get ‘explorer-hunters’ that travel to the most remote spots to find a creature that was alive for a long time.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

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Posted by: Ethics.4519

Ethics.4519

I agree, great idea. Anet has been using the stick a little bit too much and needs to start working with the carrot.

RIP in peace Robert

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Posted by: GADefence.5634

GADefence.5634

Just when you thought the world was safe -
A nice happy friendly place.

Little did you realize,
hiding and living was your great demise.

IR – the magic of increasing return.
IR – we’re gonna hunt you down and let you burn.

Never again will any little ogre or hydra or skritt,
be spared from our loot filled combat trip.

IR – the power to get more drops
IR – never stopping the murder bots

Do not worry you cute little bunny -
After we get you we’ll go loot your mommy.

I would skin a spark if I could –
In the rain or in the dark, and if I should –
I would find go into the woods and find leet plants –
For it would give my caster some new epic pants.

IR – the longer you stay alive
IR – the more you are my loot lust prize.

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Posted by: Auesis.7301

Auesis.7301

I think this is a brilliant idea if it’s not in practise already. DR is nothing but an inconvenience, but IR would really convince me to explore the map on a regular basis.

Gnome Child [Gc]
Resident Thief

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Posted by: Replect.3407

Replect.3407

Sounds like a good idea in my head!

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Posted by: Fred Fargone.3127

Fred Fargone.3127

Oh, this is absolutely fantastic idea!

In addition tho how about crank up the chance for rare loot with each player the mob has killed? Not too much and capped to 2-3 players, otherways we would get some suicide squads having people die for the mob and then kill it. (In Soviet Russia, the mobs farm you!) But it would be nice little detail.

People who can argue often offer a good and meaningful conversation about the subject.
People who can’t tend to call the opponent troll, scream something utterly incomprehensible
and finally result to personal insults.

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Posted by: Paulus magintie.7432

Paulus magintie.7432

I think this would not work because everybody will be killing everything meaning no monsters will gain that extra XP or reward so it might as well not be implemented.

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Posted by: Colonel Kernel.7506

Colonel Kernel.7506

I think this would not work because everybody will be killing everything meaning no monsters will gain that extra XP or reward so it might as well not be implemented.

Which means that people would be exploring, not camping one event.

I notice as I go through areas that I’ll kill 10 mobs with no bonus, one with a 5XP bonus, then one with a 36 XP bonus, then back to 6s or less.

In other words, people have been working that area but they missed one mob and I got it.

It’s just a fun addition to exploring and hunting odd corners of the map.

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Posted by: aleiro.8521

aleiro.8521

This is actually brilliant and if tweaked right will probably be introduced in-game. Maybe the OP will have a special mob named after him and everything :P

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Posted by: Silvermink.1456

Silvermink.1456

Which means that people would be exploring, not camping one event.

As an explorer I like the idea but even 100% MR boost would still have a lower chance of getting good items than mass killing mobs. Exploring and killing 100 mobs vs killing 500 in mass events.

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Posted by: Skolvikings.5132

Skolvikings.5132

You wouldn’t implement increasing rewards for the rewards themselves. You implement the incentive to encourage certain behaviors. In this case, that’s encouraging people to explore the nooks and crannies in the game and kill the stuff there. I that’s the goal, this idea is brilliant.

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Posted by: SevenSigma.7462

SevenSigma.7462

As an explorer, I like this.

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Posted by: Vick.6805

Vick.6805

This would be an excellent incentive for not farming the same routes ad nauseum.

+1

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Posted by: Illharess.6509

Illharess.6509

I often target the rarely-killed enemies just for the bonus experience. It would be great if there was even more incentive. I fully support this.

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Posted by: derLoko.2185

derLoko.2185

Interesting idea.

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Posted by: Marrrcy.7391

Marrrcy.7391

What about 80ies? I have one 80level character and I like to explore and I’d like to reveal and explore every corner of the map. XP reward is not interesting for me so there’s no need to kill the mobs untill there’ll be something like cumulative percentage of rare drop (not much, I’d expect up to 1%) for 80lev characters.
Sorry I’m justta stupid girl but I ment something very simple like
If character_level < 80 then XP_reward
Else rare_item_chance
End If

See? Even I can do that

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Posted by: Gnat.9405

Gnat.9405

Interesting concept, only problem I see with it is that it has the potential to work against the meta event mechanic. People may avoid pooling in zones for events because they’d rather kill singular mobs around the world.

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Posted by: Omne.4603

Omne.4603

Awesome idea. Completely reasonable.

I Cant Stop/ Ocularis
NSP | Os Guild Master
www.osguild.org | www.youtube.com/osthink

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Posted by: TheMagickDoll.7594

TheMagickDoll.7594

Its a really kitten good idea.

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Posted by: DarkSider.1079

DarkSider.1079

I agree with the opposite of DR, I frankly find DR irritating when I want to play the game my way, I’m punished for farming. Anywho, I think it should be specific areas, mobs, or some type of short time limitation otherwise it’s “oh hunt the entire world and find the benefit mob because it’s not limited”, in that regard many may say “oh well that takes too long.” Add in a potential for specific days/times that guarantee different increases. Such as one day its skelks across the world, the next day it’s sharks and barracuda, then boars. The incentive would be find these things across the world for that little increase in drops. If it’s generalized as specific mob types, you could even go to say “lizards” or “marsupials” or “fish” and of those types one specific area/mob would be the benefit.

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Posted by: Leo G.4501

Leo G.4501

Heh would be cool if this was also the case for nodes. At the very least, one would yield less of a harvested item if the nodes were heavily frequented but nodes in areas that don’t get picked on may yield upgraded materials.

I’m curious though how much server traffic it’d take to keep track of each individual mob/node to tell if it’s been encountered in the last hour or the last day…

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Posted by: The Talcmaster.7391

The Talcmaster.7391

This would be a really cool way to get people to spread out and populate all those different maps more. It would also make a good solution to the ongoing MF debate: instead of tying it to equipment tie it to the enemies. But it would also have to be significant enough to make it worthwhile. So something like a 500% ceiling, otherwise it wouldn’t be worth the time to go to far corners of the world to find enemies. It would take a single die with some awfully big numbers on it to overcome a whole handful of regular dice.

Now combine it with something that rewards people for teaming up and taking out those non world boss group events and the game will become a much more satisfying experience. Like a genuine party size based loot reward bonus?

Fort Aspenwood – [fury], [SAO], [NICE]
Fun on someone else’s schedule is not fun

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Posted by: Iruwen.3164

Iruwen.3164

Really sounds like a good idea.

Iruwen Evillan, Human Mesmer on Drakkar Lake

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Posted by: ikereid.4637

ikereid.4637

Your IR Idea is nice, and if the Devs were to make it a reality I can see it being something like this;

Mob lives
0Mins to 2Hours = Normal Return
2h:15m to 3hr = 10% MF, 15% Gold Boost
3h:15m to 4hr = 20% MF, 35% Gold Boost
4h:15m to 5hr = 35% MF, 50% Gold Boost <— I would say this is the average that Mobs Live
6h:15m to 7hr = 55% MF, 75% Gold Boost
8h:15m to 9hr = 65% MF, 90% Gold Boost
10h:15m to 11hr = 100% MF, 115% Gold Boost – 1xGuarrenteed Rare+

Desktop: 4790k@4.6ghz-1.25v, AMD 295×2, 32GB 1866CL10 RAM, 850Evo 500GB SSD
Laptop: M6600 – 2720QM, AMD HD6970M, 32GB 1600CL9 RAM, Arc100 480GB SSD

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Posted by: Olba.5376

Olba.5376

Well you would have to make sure that it does not apply to non-aggressives. Because let’s face it, the last thing we need is people getting precursors off of Moas. Or Frogs.

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Posted by: GKC.3851

GKC.3851

Your IR Idea is nice, and if the Devs were to make it a reality I can see it being something like this;

Mob lives
0Mins to 2Hours = Normal Return
2h:15m to 3hr = 10% MF, 15% Gold Boost
3h:15m to 4hr = 20% MF, 35% Gold Boost
4h:15m to 5hr = 35% MF, 50% Gold Boost <— I would say this is the average that Mobs Live
6h:15m to 7hr = 55% MF, 75% Gold Boost
8h:15m to 9hr = 65% MF, 90% Gold Boost
10h:15m to 11hr = 100% MF, 115% Gold Boost – 1xGuarrenteed Rare+

The rare is too much and I’ll tell you how I can exploit it. Lets say I get into an overflow, either from joining in during peak hours for a dragon event or artificially. I can stand there akitten overnight and pop up to find that every mob in my private zone now drops a rare. The MF and gold boosts will just need to be it.

Otherwise this is a great idea. It sounds easily implemented and it rewards exploration. The only question is how you want it to scale.

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Posted by: Orpheal.8263

Orpheal.8263

/signed

Something imo that should have been in the game from the start on in that way

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Theftwind.8976

Theftwind.8976

Good idea but I have one thought that may spoil it. If nobody is in an area are all the mobs there or do the “spawn in” only when people are in the zone? I mention this because many games only spawn in the mobs when people are in the area to avoid the extra server hit they take by spawning mobs in empty zones.

Theftwind (HoD)

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Posted by: Leo G.4501

Leo G.4501

I was also considering that fact. It might require a lot more server resources if it’s tracking the lifespan of every mob IF there are mobs spawned while no PC is within spawn range.

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Posted by: RoyHarmon.5398

RoyHarmon.5398

I was also considering that fact. It might require a lot more server resources if it’s tracking the lifespan of every mob IF there are mobs spawned while no PC is within spawn range.

They wouldn’t have to track anything that they’re not already tracking to calculate bonus XP.

“It is the stupidest children who are the most childish
and the stupidest grown-ups who are the most grown-up.”
- C. S. Lewis

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Posted by: Amadan.9451

Amadan.9451

i think this would create third party timer that just say to people how much time that boss has been up, actually it could lead to not killing some mob just so they can give more exp and loot.
no problem with more exp since you are getting exp for everything but chatting, but when mobs increase loot… well it would be a matter of timer for harvesting purposes

sorry if i rained on this parade but unless we grow some common sense in the community we can’t have nice things i guess

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Posted by: draxynnic.3719

draxynnic.3719

Looks like a great idea to me.

On the getting extra loot for a mob that’s killed players… the way I’d probably run it is that if you’re downed by a mob, you get a little bit of extra coin for defeating it. Not enough to make up for the cost of repairs, but just a touch of compensation.

To those who think Scarlet hate means she’s succeeded as a villain:
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.

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Posted by: Player Character.9467

Player Character.9467

What about 80ies? I have one 80level character and I like to explore and I’d like to reveal and explore every corner of the map. XP reward is not interesting for me so there’s no need to kill the mobs untill there’ll be something like cumulative percentage of rare drop (not much, I’d expect up to 1%) for 80lev characters.
Sorry I’m justta stupid girl but I ment something very simple like
If character_level < 80 then XP_reward
Else rare_item_chance
End If

See? Even I can do that

80’s continue to level, accumulated skill points have many uses.

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Posted by: RoyHarmon.5398

RoyHarmon.5398

i think this would create third party timer that just say to people how much time that boss has been up, actually it could lead to not killing some mob just so they can give more exp and loot.
no problem with more exp since you are getting exp for everything but chatting, but when mobs increase loot… well it would be a matter of timer for harvesting purposes

sorry if i rained on this parade but unless we grow some common sense in the community we can’t have nice things i guess

I would say that’s outside the scope of the proposal, except, well, it’s like looking at the forest and saying, “But then people will just look for the biggest trees. It’ll never work.”

The idea isn’t just for bosses. Those rarely live long enough to qualify. Have you ever received bonus XP (not event XP) from, say, the Shadow Behemoth?

The proposed system would apply to all the random creatures of the world, just like bonus XP.

80’s continue to level, accumulated skill points have many uses.

If you’re not going for a legendary weapon, they eventually become inconsequential. I have 292 unused skill points on my guardian and a few more spread amongst my other four level-80 characters.

“It is the stupidest children who are the most childish
and the stupidest grown-ups who are the most grown-up.”
- C. S. Lewis