XP and RP Off Option

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RyanMakara
Posts: 1563

Re: XP and RP Off Option

Post#31 » Wed Dec 09, 2015 5:47 am

Sulorie wrote:
zabis wrote: I agree, I think it would also discourage new players who just start to pvp. Tier 1 and tier 2 should be where you are learning the basics of PvP/RvR, not getting steamtrolled by twinks.
Face it, people still lack the basics in t3 and even in t4, when we get it. This is hardly a reason to be against no-xp.
To be honest, T3 should also be a learning ground, since the actual end-game is going to take place in T4; we simply aren't at that stage yet. At the same time, being the highest level in any tier with the best armor, potions and talismans would result in less learning from people who are undergeared and underskilled; they'd simply try to get to an equal level before even trying to compete. That, or they'll find greater numbers to huddle up in to avoid 'better' players all around.

Introducing xp-stopping in the lower tiers could even encourage 6 mans to reroll a character and make powerful group set-ups; completely annihilating zerg WBs of new players. You'd expect newbies to learn how to fight against that in T3, where in the end-game it's fair game as to how you obtain the best gear. Having to fight against that in T1/T2 already is going to make people quit before they could even get started in this game, since it's a piss-poor introduction to them. "Welcome to RoR! We have tons of twinked, BiS characters for you to 'fight' against, with stat increase talismans/armor/heal potions; items which you couldn't even fathom to get until you make enough gold/grind enough into the crafting professions in the end-game! Happy struggling!"

Even in T2, a proper 6 man with 2 BWs/Sorcs could farm entire zergs for hours on end. This was in a time in which everyone could be a 'twink' - capped with the BiS gear at level 20-26. Imagine how much worse this would be against gearless/skill-less players who just joined the game; knowing that 6 people could destroy their attempts at, what is suggested, the only way to level up and learn in RvR.

Twinking in a F2P MMO with XP locking can be comparable to pay-to-win advantages in F2P MMOs that encourage it; increased ease of winning against people who are basically powerless against you due to an unfair advantage granted by the game itself, which you're using against them. It's what keeps new players away from F2P games, as long as they can't find a fair way to compete.
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Sulorie
Posts: 7461

Re: XP and RP Off Option

Post#32 » Wed Dec 09, 2015 6:09 am

Well, if that group wouldn't fight the zerg of newbies, then there wouldn't be any defense at all and they take empty keeps, while learning nothing.
People don't react, when you beg them for group buffs in a warband because for the most part people join and care for nothing. It's the mindset of the majority of players in any multiplayer game.
The premade does only win because those pug warband do half of the work defeating themselves.
Dying is no option.

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drmordread
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Posts: 916

Re: XP and RP Off Option

Post#33 » Wed Dec 09, 2015 6:13 am

Renork wrote:
RyanMakara wrote:
Renork wrote:Lol, how hypocritical. The people that are against /xp off are the very ones that constantly brag about their "pwn" premades, which happen to farm people in t3. But hey, it's okay because they are the self proclaimed owners of WAR. Oh wait, people in t3 are supposed to know how the game works by then, so It's totally OK to farm them there instead. :lol:
Nobody but you would have to point out that the 'good' players knowing how game mechanic alteration can affect the game, tend to be 6man players *rolls eyes*

And your comment has nothing to do with the OP's suggestions. Back to painting your nails now.

Let's summarize this thread:

OP makes a suggestion on the SUGGESTION board.

The self-proclaimed divas of ROR come in just to state that this will never happen, because this would be detrimental to the game and new players would quit. Instead, they suggest leveling to 31 so they themselves can farm those new players in t3. I'm sure those new level 22-31 players will have a blast in the game fighting people who are better geared, and have more rr's than them.

Conclusion:

how dare the op make a thread like this! lol hypocrites~

So basically what you are saying is you and others feel that instead of getting to 31/40 or in the future to 40/80 or 100 ... you prefer to be say 11/21 all in blue or purple gear with top tier tallis slotted .... so you can farm (actually no... not farm because xp/rr will be off) .... grief .... yes you want to GRIEF new players.

And all because your frail egos can not take a few bruises in t3 ...

yeahhhh I vote NO to the xp/rr off button
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Sulorie
Posts: 7461

Re: XP and RP Off Option

Post#34 » Wed Dec 09, 2015 8:17 am

People will have enough time in lower tiers to learn crafting. Don't come with that outdated "the twinks have talis and potions"-argument.
You will have the same situation in any last tier as game progresses. There are lowranks and people who sit at max rank, well equipped.

You hardly learn, when fighting people who make the same mistakes as you. Win-lose shouldn't be random.
The question is: Do you want to learn?
Hunter or prey, everyone has to decide.
Dying is no option.

bwdaWAR
Posts: 309

Re: XP and RP Off Option

Post#35 » Wed Dec 09, 2015 8:31 am

Sulorie wrote:Well, if that group wouldn't fight the zerg of newbies, then there wouldn't be any defense at all and they take empty keeps, while learning nothing.
People don't react, when you beg them for group buffs in a warband because for the most part people join and care for nothing. It's the mindset of the majority of players in any multiplayer game.
The premade does only win because those pug warband do half of the work defeating themselves.
Here is a question though: would those premades having that much better gear as endgame characters do improve this situation?
Would people learn more from fighting? Would premades win because of their organisation and player skill? Would there be a stronger incentive for new players to improve their skills of communication, game mechanics and so forth?
I think that allowing characters to stay in lower tiers permanently would make all of these worse. The people who care and would and could improve find that even their best organisation isn't worth much when facing someone with so much better gear - gear which is pretty much impossible to get in that tier. As for the rest, they will still notice they're not winning and just ragequit. As it always happens. Just with twinks it'll happen more often and be much more humiliating.

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RyanMakara
Posts: 1563

Re: XP and RP Off Option

Post#36 » Wed Dec 09, 2015 8:37 am

Sulorie wrote:People will have enough time in lower tiers to learn crafting. Don't come with that outdated "the twinks have talis and potions"-argument.
You will have the same situation in any last tier as game progresses. There are lowranks and people who sit at max rank, well equipped.
Hunter or prey, everyone has to decide.
Enough time to level and grind for materials in PvE, in 4 different crafting/gathering professions before hitting T3 on more than 2 characters? I don't see that happening. Even if so, they will be highly inferior stat-wise; you need some good high level curios to even make the 10+ stat talismans. Potions will be low stat and short duration too with low mats; and these take sufficient amounts of materials you'd get yourself to level 22 before even using them in T2. Getting talismans and potions in T1 would be even harder unless you know precisely how to craft efficiently; something which new players will know nothing about.

And yes, sitting well-equipped at max rank in T3 isn't an issue, seeing as this is the current end-game stop for the coming half year at least, with everyone capped at level 31. This makes it easy to make crafting alts/PvE grind bots to gather materials by which even new players can catch up. Highly doubt this would happen in the lower tiers, especially with the addition of rested experience now to quicken leveling.
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Novgoroth
Posts: 133

Re: XP and RP Off Option

Post#37 » Wed Dec 09, 2015 8:55 am

StormX2 wrote:Everyone loves a twink
I do not 8-)
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Sulorie
Posts: 7461

Re: XP and RP Off Option

Post#38 » Wed Dec 09, 2015 8:59 am

Don't be that short sighted. The more people people learn crafting skills, the cheaper talismans and potions become. Green potions will be cheap in any tier, blue talismans become standard. Especially when certain rvr set items are added to the player loot table in rvr and people can salvage them. Unless the devs plan to change it in future additions.

Currently even crap talis are expensive but I tend to plan long term.
Dying is no option.

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RyanMakara
Posts: 1563

Re: XP and RP Off Option

Post#39 » Wed Dec 09, 2015 9:02 am

Sulorie wrote:Don't be that short sighted. The more people people learn crafting skills, the cheaper talismans and potions become. Green potions will be cheap in any tier, blue talismans become standard. Especially when certain rvr set items are added to the player loot table in rvr and people can salvage them. Unless the devs plan to change it in future additions.

Currently even crap talis are expensive but I tend to plan long term.
You may be right on talismans becoming cheaper again over time. They spiked in price due to demand for new T3 armor slotting. Yet I'm skeptic on a player who's new to Warhammer to understand and use the crafting system effectively before T2 to compete with the talisman slotted armor twinks we'd see if we could toggle XP off.
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Sulorie
Posts: 7461

Re: XP and RP Off Option

Post#40 » Wed Dec 09, 2015 9:35 am

The new players can still buy the talis cheap in AH. With annihilator and better blue talis become standard and all players try to get purple, blue ones will be cheap or even free as it was on live, when the new player asks kindly.

I don't say add xpoff now, because we lack all requirements to add it properly.
Dying is no option.

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