Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Aug 27, 2007 3:31 am 
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Joined: Sat Feb 28, 2004 5:14 pm
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I dislike the idea of reducing XP for only the low levels. I think more lower level quests would be better. Giving lowbies a chance to better understand ones kingdom. Reason I dislike lowering only the low levels is that if you do this at higher levels it will create more frustration. I think SK could gain from an XP bonus of some ratio of level vs time and age.

This would create a situation where if you are lower level yet have spent time RP you will gain XP at a slightly faster rate. Also older the quicker leveling should be. This rewards those who play the game outside of grinding levels by making leveling easier. While not aiding those who already power level very much.


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PostPosted: Mon Aug 27, 2007 8:01 am 
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Location: CMU
What I like about the bonus hours (even though they are obviously ooc, I'm not sure how that would be handled in game) is that it would encourage people to level at the same times. It'd be easier to find a leveling group. At least, I'd hope so.


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PostPosted: Mon Aug 27, 2007 8:03 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Jada wrote:
What I like about the bonus hours (even though they are obviously ooc, I'm not sure how that would be handled in game) is that it would encourage people to level at the same times. It'd be easier to find a leveling group. At least, I'd hope so.


I think this would be more true if the bonus hours weren't randomly selected. However, if they weren't randomly selected, they'd have to be player selected at character creation, so that there would be no complaints about other timezone players. It would all still run on system time, though.


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PostPosted: Mon Aug 27, 2007 8:28 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Hey, about this instead. To make it more likely for people to do and look for quests. How about double xp for quests hr?


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PostPosted: Mon Aug 27, 2007 9:47 am 
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Joined: Mon Feb 17, 2003 9:55 pm
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I disagree partly with solution #1, in that the lack of challenge is part of the problem. That I can type "k whatever" and often just walk away from from the screen isn't helping immersion any.

The core need, IMO, is to make early levels less of an empty time sink. Speeding things up is a help, as in #2 or #3. But I'd be even more in favor of adding some substance, either in tactics or roleplay.

Maybe quests are the way to go here. Some trainer at each capital would direct you to some particular mission, something difficult enough to require a group of two to three. The mission wouldn't be killing the same NPCs 20 times, but one strong one once. This mission would come with a large XP payoff, perhaps a full level or more. That'd be a more fun way to work up to Journeyman.


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