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If we see a 10 fold increase in pk, you could easily justify ratcheting down the pvp xp gain by reducing its output.
"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."
Ok, this is the second time you've made a meaningless post just to confirm the thing posted before you, and I can remain silent NO LONGER.(There's an agree button, you don't need to post "I agree!" or "^")
Aspecthood doesn't matter here, it barely did when first created, and it certainly didn't after achievements were unleashed upon us, and 'gaming' them wasn't merely accepted, but encouraged. Why now pretend that XP matters at all?If you're a true-novice, and we allow/encourage pvp experience, then hey, you get to explore the lowbie areas, use them for gold, but also see a real reward from going out and pvp'ing with your comrades. If your not a true-novice then you get to go out and 'game the system', and get to the level that you know you need to be at if you want to compete at all. Is that genuinely so bad?
With no experience loss, I would take part in more obelisk and shardfall battles. However, I believe I would be one of the limp-wristed combatants mentioned above. You never know though, it might be the motivation I need to be a little more useful.
Why don't we just make playing the game simpler? I've gone through the new newbie process, and the greatest complaint I can level against it is it does not even suggest a final goal. It's like mental crack, moving you from one step to the other, and once you leave that shelter of the tutorial, the world is a dark and scary place. A single voice telling them, "Become an Aspect." would be a welcome addition.
"Make the game simpler" is a very hard thing to do, because the game requires a certain level of the depth and complexity to be interesting.
Myself, I remain convinced that a lot of the problem is that real newbies come at these classes blindly. They have no way of knowing that they'll be combat effective in teams at Fabled-ish in Chivalry as a Runeguard, but they'll need dual-trans to work it as a Hunter. They don't know that Druid and Cleric are fairly simple offensively and can run on about a skill and a half, while Renegade's going to require 3 trans skills and a lot of learning to accomplish anything.
And so the newbies who come into Druid and Warden and Knight and Cleric have a pretty easy and awesome time and can get involved in fighting on just their leveling credits.
And the newbies who start as Renegade, Assassin, Malignist, Hunter, Bard, NewMage, Summoner, or other such classes go "It's going to cost me HOW much to get my basic combat set? And I'm going to be garbage until I do?"
I didn't lose exp when dying to guards in Kinsarmar. Is this intentional/should it be?
That is indeed what we are focusing on - it's a long process, though, and it is important to do things in a way such that we do not needlessly sacrifice the game's depth in the process.
And autocuring did not make things simpler conceptually. It obfuscated and didn't address the faults in curing, which were that it was impossible to read incoming messages fast enough and/or the cures were not very effective.