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An exacting punishment of growth on death
Giving players an “experience gain penalty” would effectively be the same as a direct experience penalty, except it would encourage the player to stop playing while he waited for the debuff to wear off. In other words, completely counter-productive.
“Hitting level 80” is not and should not be “an accomplishment”. All it requires is free time or gold to spend on crafting materials (you can level from 1 to 80 in less than one hour). Player levelling is mainly a way to “guide” players through the world zones in a certain order, and allow the developers to design the zones differently (more hand-holding / teaching in low-level zones, less in high-level zones).
Also, I have to wonder how long you’ve been playing GW2, to say something like “of course when you hit lvl 80 the XP part will no longer apply”. XP gain continues at 80, and is a fundamental factor in the crafting of some high-end items.
P.S. – I checked. 550 achievement points. I guess my suspicions were correct. Play a bit more, I think you haven’t really understood the balance or role of some mechanics in GW2.
Is being a kitten, part of your scheme here?
The way GW2 is designed is to encourage lvling to be important too, I don’t know what you’re trying to imply here, but the whole idea of lvl scaling is to reintroduce interest in old content. I made a post on lvl scaling far far back in a certain WoW forum.
The idea of whether or not XP gains continue at lvl 80, is not really important, the only thing important here is you’re flaming my thread.
Pls don’t flame my thread thx. Provide some actual feedback instead of making empty threats, thx.
Actually, penalties discourage people more than a simple debuff on growth mechanic. The idea is you prevent growth, which like you said is the same thing, but you don’t give a penalty
Hitting lvl 80 should indeed be an accomplishment, this isn’t WoW, you can go back to WoW.
Once again, don’t troll my thread. You have your ideas backwards, especially the part about where limiting growth is actually more annoying than a direct penalty.
In all your meandering around, you seem to have missed a critical point with your screaming, that is you can continue to die, and not lose experience, and only lose growth. Capice?
You essentially think like an idiot, and speak like one too, your attacks make no sense, and they serve no constructive purpose other than to flame. Also, you still haven’t offered any constructive criticism other than to attack my character.
My posts offer incredible insight into game design, and I was the one who made a post on the WoW forums back then concerning lvl scaling.
It’s really really sad people like you ruin other people and also discredit genuine practitioners of Truth, bye bye now.
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What do you expect me to do, post a spreadsheet of #’s here? This is called an Idea article, learn it. kitten
Is being a kitten, part of your scheme here? […] the only thing important here is you’re flaming my thread. […] Provide some actual feedback instead of making empty threats […] You have your ideas backwards […] your screaming, […] You essentially think like an idiot, and speak like one too, […] My posts offer incredible insight into game design
The only person “screaming” here seems to be you.
Play a bit more, understand how the core game mechanics work, and you’ll find that the designers are probably a bit more experienced than you think.
And also that maybe your posts don’t offer quite as much “incredible insight into game design” as you seem to think.
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What does this guy hope to achieve anyway? Honestly…I suggested lvl scaling a long time ago, and now it’s been incorporated, what’s your problem.
The idea behind theorycrafting is that you’re making open-ended suggestions, so they can’t be wrong at all. You have no education do you?
Experience plays very little in the overall scheme of things, you need to have the correct formula. Experience just serves to correct mistakes.
And next time try quoting the relevant section, kitten. Don’t put things out of context.
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Hard to follow all the post-reply edits made to earlier posts, but I’ll take a shot at this.
Downed state already limits growth. Multiple downed’s in a row and you end up with noticeable health penalties, and after the third(?) in quick succession you skip right to death. If that doesn’t tell you you’re doing something wrong, I don’t know what will.
I know, you’re mentioning death, but considering new players will not likely be dying much, this will not limit growth much aside from slightly debuffing the XP/MF/gold people may get running dungeons/fractals post lvl-80 since that’s where you’re much more likely to get suddenly spiked down by a boss. I see your point, but in practice, I don’t see it having much effect overall in preventing/limiting growth.
Call me dense or whatever, but I don’t see how this idea limits “growth” and doesn’t “penalize” you for dying. From what I understand, you’re suggesting that this triggers upon death, so it is in essence, a death penalty. Reword it as you like, it is what it is.
and style to turn them into craters and dust.” -Tonn
Number-crunching for ecto salvages – periodically updated
Yes, you’re correct with the idea that currently, you don’t die much at low levels, and that’s a problem to be fixed overall anyway I think in the current complaint of things. But concerning health pools, I believe they should make them larger and more balanced like in EQ, but not necessarily take as long.
What do you think?
The growth penalty, is actually completely different.
Also, it seriously doesn’t punish you, because you can die all you want, and it would just extend the duration of the debuff. Whereas, if you were punished, and died continuously, you’d lose up to 100% of your current level. This is highly discouraging.
Think about it this way in terms of #‘s: you die continuously from a penalty, you lose a lot of XP. You die continuously from just this growth debuff, you still only extend the duration of the debuff. You at least don’t lose any XP at all in this instance. And you can keep dying to your heart’s content. However, at the actual moment that you actually kill the mob, your XP gains are reduced. This discourages growth, and punishes players positively.
The #‘s can be tweaked in all sorts of directions, it’d be cool.
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