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The xp gain on lower levels is nearly insignificant.
And here is what I have to say to that: "So what?"
So what if you've got people farming it? How much worse would that make the game? I think you are dramatically overestimating the effect this will have. A few basic limitations on it should make it more than fine. If somebody finds a creative way to abuse it, you shut down that creative way.
Hell, I think you'd be fine just making it so that only kills that would show up on your "Kills" list give you EXP.
What you are basically saying is this: "Dias(and the others I can't remember who farmed up the kills achievement with kill/res/renounce/repeat) exist, and because they exist the rest of you don't get to have cool things, because they can't be trusted not to abuse them and farm them."
And to that, I say: "Screw them. Don't punish the world because they can't stop themselves from acting like giant toolboxes."
The goal with this change should be to make things more inclusive, and to encourage more people to get out there and PvP and get hooked on PvP and buy credits to get better at PvP so that you can make things even more awesome(hopefully in ways that involve PvP).
And so, PvP should be rewarding for the player, and not just in the "It's fun and it's satisfying to beat the crap out of the enemy" way, but in a mechanical way that encourages new players to jump in. In a way that gives them an incentive to do something they might not otherwise be interested in, because PvP can hook you FAST. Just look at Aulani(<3).
And the best way to do that is with EXP, because, frankly, leveling in this game sucks. Questing is a possible thing, but it's very possible for one person to monopolize the quests, and it's slow, and you have to know everything to make it effective. Bashing is a tedious grinding thing that boils down to "get tanky enough to survive a thing and then push the kill button until that thing dies, then repeat it a few hundred thousand more times.
But PvP? PvP is awesome and engaging and fun. If you get people holding Caanae Fight Club so that they can level up through deathmatching and glorious battle, that's not a "creative way of farming it."
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Khizan said:And so, PvP should be rewarding for the player, and not just in the "It's fun and it's satisfying to beat the crap out of the enemy" way, but in a mechanical way that encourages new players to jump in. In a way that gives them an incentive to do something they might not otherwise be interested in, because PvP can hook you FAST. Just look at Aulani(<3).
I'd also like to bring this up:
I've played/tried several of the IRE games, and the starting experience in all of them is virtually identical. Start your newbie and trudge through the starting area with your low/no skills. When you get out, find the next highest bashing area. Trudge through that. Repeat this until you've gained enough levels to get the health required to do anything else. You can quest or do other things, but this is the general pattern.
Imperian's always sort of pushed itself as the PvP game of IRE. Making it possible to gain decent levels primarily through PvP would be a huge step towards cementing this, as well as giving Imperian a definite leg up on the other games, because it would open up an entirely new way to level for new players.
Instead of the old "Start playing and grind till you get to the fun stuff", increasing PvP exp and introducing assist EXP could make PvP via shardfalls and Obelisks and such into a legitimate progression path. Hell, in Imperian right now, PvP is generally detrimental to your progression unless you're low leveled and pop an Aspect exp pinata. Making it so that participating in PvP is beneficial to new characters would change things around completely. Joining shardfalls and getting involved in PvP events would suddenly start being beneficial to your character, encouraging more people to get involved and interested.
Yeah, there's been some complaints in this thread about how this kind of change would lead to "a lot more stupid zergs and unhealthy gameplay", but what that complaint boils down to is this: "More people would get involved in PvP, and I don't want that". Dress it up as pretty as you want, that's what's at the core of it.
I will think about this a little.What if...XP from PVP is reduced. No 40 levels for a level 1 killing a level 100. Max the xp gain to 1 level or less max.XP gain from killing people much lower in level and might gives little to no xp.XP gain from killing the same player multiple times is reduced.Basically killing people the same level/might or higher will be the best source of XP.Thoughts? What other caveats are there? Gaining levels via pk -can- be easier then bashing, but it should not be ridiculously easier either... I think.
It does no good for the novice. If that is a real novice, we want them to experience the game more. Not skip massive parts of the gameNot killing people who are lower skilled in PVP is to keep people from killing weak players just for xp and encourages killing people equal in skill level.You currently get no XP on repeat kills in an hour. So that will not really be a change.We are adding in shared PV XP in rings.I am actually considering turning on XP for PVP in the arena with these changes. What do you think of that idea?
Also, an hour seems like a REALLY long timer.Hell, that means you only get EXP from the first kill in an Obelisk fight.
That even seems a bit to slow. Kill someone 10 times in an hour? I would lean more to 25% chunks.
Edit: 25% chunks over a 1 hour cooldown sound about right to me. It's very rare when a shardfall runs on for more than 5 or so battles, so I don't think it'd have any real effect there.