Search the Community
Showing results for tags 'experience'.
-
Bruh , am tired of having to spend two weeks or more just to level up a pet to level 40 , what is the argument here for it to take so long ? for newbies to get to know the process ? its all the same , i could counter argument and say it would do newbies good , since they might lack gear and the bonus HP would help them make up for that a little bit. For veteran players , everybody got alts around , being able to lvl up a pet faster can mean people can play both faction and balance out pvp numbers easier . Same goes for the 21 days for major Mech unlock , makes no sense for it to be 21 days , a new player will 1000% not own a major mech in his first month of play , on the other hand , a veteran can do so instantly , why the 21 days wait ? The way am looking at objectively at the moment , there is no point in having such high bars for such things . Having the pet max EXP required from 0-40 cut down by half could prove even more efficient to the game's population , in hindsight and in long term , Also having the 21 days of RP farming cut down to 10 days(1million) is a very reasonable amount of RP for both newbies and veterans. These suggestions come at a critical time , where SB is having , for the most time , extremly unbalanced PvP daily events (AK/NB) where one faction dominates one event , while the other dominates the second event daily , and i think easing up these measures can lead to a healthier Balance between the two factions , since players will have an easier time swapping back and fourth , while playing classes they enjoy , or even trying out new classes they once wanted to try , but couldn't find the time to go through the whole process. if you have any further thoughts on this subject please do let me know in the comments ! ♥ -edit : Not all of us can afk all day for weeks in suer , a crucial argument for this whole thing .
- 1 reply
-
- 1
-
- pets
- experience
-
(and 2 more)
Tagged with:
-
Though useful, the de-exp process is really a true time wasted and meaningless, given there might have other ways to prevent gaining experience. I see there's a new activable special experience skill that enables the player to get more exp from mobs. What if there was such a skill to nerf down the exp you'd get, to the extent of getting 1 exp point only for anything you did? Or maybe to set the exp modifier to 1% of the exp you'd get normally? This seems possible to do with mob killing, not sure however if there's a way to program this for quest exp rewards (daily ones are the main problem). So, you can still use the standard time consuming de-exp method (get killed many times), but once a player has lowered enough his exp, he could activate for, say, 30 minutes this exp-nerf skill and go on next doing his regular farming killing mobs and doing quests, without bothering on getting any substantial exp points for a very long time. Any comments for this idea?