Some suggestions

Ok, my dislike of the rest xp system stems from an understanding that after awhile, it goes negative.. just like going from new zone to old zone bonus. I am a pretty casual player.. but if I get into a solid grinding day (rare, but possible), I don't want to be penalized for doing so.

I think you make a great point, actually. I really dislike seeing my 25% bonus drop for doing work in a zone. I see the reasoning - force players from zone to zone so there are camps for everyone, which makes sense, but as you said it, it's actually a penalty.

I think Dawntide offers a system where if you kill say, 100 orcs, that you gain some % more per orc kill. I think that is a cool (and fun) way around this penalty.

As for applying the rest xp bonus, couldn't that be applied after the adventure band split, just like the new area bonus?

My thoughts exactly.

As for the endure/resist spells, they are what they are. The huge gap between getting the first to the last for a class, even those that only get 3 of 5, would make it tough to choose how to do it. And, as said before, it would be OP to do all 5 resists early on. Maybe a spell later, say level 50 or so, that is a combination of the 5, but for less on each than having all 5 on would be a good solution. A quest for "Protection from the Elements" would be an excellent way of adding it in, also. That way, you could have the combined buff on, but if you chose individual buffs, you'd gain more benefit at the cost of buff slots.
There is many spells that are complete hold-overs from the way live did them, the endure/resist series being one of them. I'd do some kind of replacement for the enchanter strength/rune series long before the endure/resist lines.

Good thoughts.
 
Yeah, that would be a downside. There is no way to really detect abused use of the system, but maybe it is worth it - considering that two-boxing's main purpose it to ease the difficulty of soloing, and that (it seems) 80% of people use it that way already. If the XP gains for rest were minimal, I can't see it really effecting much either way. The main purpose is any sort of 'upper' from having not played awhile.
 
Maybe a spell later, say level 50 or so, that is a combination of the 5, but for less on each than having all 5 on would be a good solution. A quest for "Protection from the Elements" would be an excellent way of adding it in, also. That way, you could have the combined buff on, but if you chose individual buffs, you'd gain more benefit at the cost of buff slots.

I like this idea. I'm always a fan of more quests. I've told my brother (he also plays) multiple times that if I had the scripting knowledge I would have applied to write quests long ago. A group spell that increases all resists a bit that has to be quested for? Brilliant!
 
Of course - you could, in addition, instead of just stopping XP gain, increase DPS or resists. Makes sense.

Do these suggestions often fall under the rug? I understand how these things work (dev driven interest > actual priorities), but I also know a few projects that have some sort of ranked tracking system for community suggestions.
 
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Most? Yes. All? No.

Ultimately, most of the suggestions in this forum are poorly thought out things like "Beastlords should get Feign Death" or "You don't spend enough time updating the SoD facebook page and you're driving away players and your server sucks" or "You should put in Berzerkers and Lake of Ill Omen so I can re-live my Live experience from 2000" or even ones with discussion merit where there isn't agreement among those that the suggestion would affect if implemented (like recent discussions regarding wizard class tomes and wizard runic spells).

That said, I read every post on the forums for moderation purposes. The Dev Team is usually really good about reading all of the S&R, C&G, and QD forums as well. Finding ones that are good ideas, implementable within a reasonable time frame, and well thought out to be effective, balanced, nonexploitable, and without harsh negative repurcussions elsewhere... that's tricky, and there's a lot of sifting involved.

In general, staff discussions are never mentioned outside, but I do know the concept behind this suggestion was at least mentioned, and the question of "is that something we even would want" was asked and not immediately answered with "duh, yes/no". I actually don't know more than that for this particular suggestion, and I wouldn't tell you more anyway, so don't ask.

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tl;dr "kinda, but that doesn't mean you shouldn't post them, they get read at least"
 
What is that hard-on against zerks, anyways? The excuse was always there's a few things we don't want, and they are one of them... except the rest of those are in now (biggest of that list was Vah), so why no zerk still? I enjoyed the class on live.
Nut I'll do w/o LOIO, thanks.
 
There are there for class select, and didn't they come out with the LoY expansion? (Which is when frogs became a player race.) So, wouldn't that imply the client supported them? If SOD 3.0 goes through, will they be available then?
 
I'd never heard of "rest exp" until a few months ago, and at this point I would worry about interactions with adventure bands. Band up chars A and B, get a ton of exp on A without logging on B for a week, then log on B to get your big band exp on top of a heft rest exp bonus. ~

edit: it would be extremely easy to code though, the db already keeps track of when you last logged off.

Could you put a flag on it that checks for recently earned exp (as in from adv bands) or exp waiting, and basically disallow rested exp for those who recently earned greater than XXX amount of exp, or for those who have exp waiting?
 
Rift did a thing with rest experience... its was a 150% exp or something. It was a little green bar that capped once it was filled. The only way to gain it was to be in a town. Online or offline. The rest bonus went down per mob kill. Around 20 mobs for a full bar iirc. But im prolly off because i never payed much attention to it.
 
Rift did a thing with rest experience... its was a 150% exp or something. It was a little green bar that capped once it was filled. The only way to gain it was to be in a town. Online or offline. The rest bonus went down per mob kill. Around 20 mobs for a full bar iirc. But im prolly off because i never payed much attention to it.

As someone who plays Rift I can tell you this is off a bit. The bonus is 200% exp on kills (and kills only) and there isn't a cap on how much bonus exp you can get. Which is awesome, because I don't need to feel terrible about being busy as shit in real life, I know that hey, I've got some sweet bonus exp building up, and it makes coming back to the game after stretches of inactivity so much easier.
 
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