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Post by Asgardian Grey Hawk on Feb 11, 2019 20:27:12 GMT -5
I don’t think it’s a punishment. Probably just an attempt to tailor the pacing closer to what the staff would prefer to see no big. You can make up for it with dm xp anyway. but it is a big deal to some.these changes are to attempt to stop people racing to 40. So instead of enforcing the 7 day rule they need the general xp for all because few abused it. I fail to see why we are all being treated guilty over the actions of few.
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Post by bloodalchemist on Feb 11, 2019 20:30:21 GMT -5
Realistically I see this as a soft nerf. There are still what, a 80+ dungeons on frc now? Overall exp has not been nerfed, which is definitely an option the dm team has, however they've decided to make a soft nerf only to quest exp, which epics were using as a quicker boost in epic levels as reliable exp that wouldn't be lowered no matter what level they reached. The overall goal from discussions I've had with various team members has been to generally slow down how quick the leveling process to epic has become as more and more additions to the server have been made over the last decade, not just dealing with a few people grinding up to 40.
so imo, they did the right thing here, to see how this affects stuff moving forward being bringing out the big guns if needed.
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Post by malclave on Feb 11, 2019 20:32:15 GMT -5
I don’t think it’s a punishment. Probably just an attempt to tailor the pacing closer to what the staff would prefer to see no big. You can make up for it with dm xp anyway. I haven't played enough to see what the changes are in practice, and I do agree that it's not meant as a punishment, but you really can't say that "DM XP" will just make up for whatever is no longer gained from quest completions. There are a lot of variables there (the biggest one being logged on when DMs are), and it's very unlikely that everyone has equivalent access. DM rewards are a nice bonus, but they really shouldn't be treated as more than that.
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Post by Dimitri on Feb 11, 2019 20:39:47 GMT -5
It took me five years to reach the point Dimitri is on, with no double dipping on quest exp, following the 7 day rule, etc. This feels like a complete heavyhanded punishment because of what one or two players did by grinding multiple dungeons several times a week and pounding levels in weeks or months. Dimitri rarely gets to travel, maybe once a week or so, and there's little worth in him and a few other 30+ going somewhere, spending almost more gold than we make on medical supplies. (E.g. my old travels with Fenix/Eldarel/etc), and then getting little to no exp to make the gold worth losing. You can't claim their are 80+ dungeons, when you're not *supposed* to go to dungeons like Suzail orcs or ogres when you're level 30+. Unless you can, and I've been avoiding easy exp forever. Hell, I don't even do the fire beetles on dimitri because he can be immune to fire and it's not fair.
Overall, feels like punishing the many, for the sake of hitting the few.
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Post by MTGPackFoils on Feb 11, 2019 20:42:32 GMT -5
I don’t think it’s a punishment. Probably just an attempt to tailor the pacing closer to what the staff would prefer to see no big. You can make up for it with dm xp anyway. Why should we solely rely on DM quests? Aren't we supposed to make our own story? Carve our own paths? Yes DM quests and guidance help, but to only rely on them (or mostly rely on them) is not wise. They are people too, and need their break away from the game.
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Post by hellscream123 on Feb 11, 2019 20:45:19 GMT -5
Its a reduction to co-align overall gains across the server with the output the DMs want. No DM said "these are getting abused. So we nerfed them."
They said "the rate overall of after epic advancement, we felt. Was too fast."
Even if you reckon it was slow, that wasn't as slow as the ruling party wanted it to be.
This isn't punishment, punishment would be removal of the quests entirely. Or turning off quest xp for higher level characters. This is just a patch adjustment of ruling vision.
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Post by MTGPackFoils on Feb 11, 2019 21:47:43 GMT -5
I still don't see how people say it's easy to gain levels beyond 25th. Even if I would have stayed on instead of taking a few years off it still would have been a grind just to get one level to be 20th. Since I came back that took me 6 months to get, and my time in game was leaning towards "unhealthy" to even get that.
Perhaps I just simply don't understand.
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emonom
Proven Member
"Truly free are those that fly with their own wings."
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Post by emonom on Feb 11, 2019 21:52:26 GMT -5
Why wasn't this poll opened before this change happened by the staff? I hope am not the only one wondering on that lol anyways;
Honestly I have no issues make us all get 1 xp for all I care . -But- I don't think it was needed to be changed. Than again I play a few days a week and do about 2 to 5 dungeons a week and that's on and off! some months I don't even play lol. Thus it took me years to get where I am. For a player like me all it is a negative considering it took me ten years to get even closer where quests xp was so important for -a- character I have. This isn't going to slow down the heavier players if they do what I do in a day. They'll get there even if you make it one xp lol. It's just a matter of time, over effort. This isn't an answer to your problem is what am saying such actions can actually have some quit over it. You'd need to do one of these I'd say.
A. limit quests do-able per reset.
B. Make some places physically off limits like the catacombs in greatgaunt for certain levels to avoid getting more xp or doing dungeons not meant for them and getting huge xp bounses for quests and kills.
One or both of these options will allow you limit the xp far more and yet not make everyone in a up roar. And one of them already exists on the server allowing you to implement it with far more ease.
Just think about it*sage nod*
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Post by Southpaw on Feb 11, 2019 21:54:35 GMT -5
I sense some change in the air around here, and it feels like there's a sense of direction, organization, and coordination between multiple factors at once. From that perspective, it seems to me this change probably fits into a larger picture which requires this aspect of FRC to be trimmed down a little in order to do its part in forming a larger whole. I'm willing to see how this plays out for the time being in the context of other changes also going on at the same time. And if it turns out to be a bad thing, XP rewards can always be readjusted back to old levels. This one's an easy fix if it turns out to be not that great.
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Post by Asgardian Grey Hawk on Feb 11, 2019 22:06:41 GMT -5
Its a reduction to co-align overall gains across the server with the output the DMs want. No DM said "these are getting abused. So we nerfed them." They said "the rate overall of after epic advancement, we felt. Was too fast." Even if you reckon it was slow, that wasn't as slow as the ruling party wanted it to be. This isn't punishment, punishment would be removal of the quests entirely. Or turning off quest xp for higher level characters. This is just a patch adjustment of ruling vision. it is a punishment to those who follow the rules.
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Post by Lady Frost on Feb 11, 2019 22:09:41 GMT -5
I'd certainly not go so far as to say DM XP is anywhere near replacing adventuring and quest XP. Not even remarkably close. For small plots I average up to about 50xp per hour of ingame RP and offline plotting/organizing. For large scale plots - like this current one - it's about 15xp per hour. Between IG meetings, typing forums posts and PMs, posting logs, and sitting around making myself available for DM's, that's what I've calculated. It's not productive -at all- to level on DM XP.
But, that said, nothing will reward a character more than involving themselves in the setting and RP'ing. Nothing Zoe has of any worth is from exploring except the auto mechanical benefits. My point was only that DM XP does not in any way compare to adventuring XP even at 1 xp per kill.
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Deleted
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Post by Deleted on Feb 11, 2019 22:20:40 GMT -5
One way to deal with this is to just make quests doable once per lifetime. I mean OK, let the noob go down into the well every day, but seriously, how many times can the pendant get dropped down there? How many times should you be able to rescue that wizard in Suzail? Once I think. Maybe some quests have an RP reason for being repeatable, but I bet a lot do not. Bringing back some boss's head, OK fine, do it every week. Fine, wipe out the Waymoot orc tribe every week. But rescue the guy in the dungeon just once. How dumb can he be to get recaptured so many times, right?
I know some people who refuse to even enter the same dungeon twice in the lifetime of a character. In some cases I can't fault them, but in other cases I think it's ok to RP that the monsters repopulated.
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Deleted
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Post by Deleted on Feb 11, 2019 22:38:47 GMT -5
One way to deal with this is to just make quests doable once per lifetime. I mean OK, let the noob go down into the well every day, but seriously, how many times can the pendant get dropped down there? How many times should you be able to rescue that wizard in Suzail? Once I think. Maybe some quests have an RP reason for being repeatable, but I bet a lot do not. Bringing back some boss's head, OK fine, do it every week. Fine, wipe out the Waymoot orc tribe every week. But rescue the guy in the dungeon just once. How dumb can he be to get recaptured so many times, right? I know some people who refuse to even enter the same dungeon twice in the lifetime of a character. In some cases I can't fault them, but in other cases I think it's ok to RP that the monsters repopulated. They're uh... actually all cousins. Yeah! Cormyr is built upon nepotism.
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Post by malclave on Feb 11, 2019 23:14:39 GMT -5
I'd certainly not go so far as to say DM XP is anywhere near replacing adventuring and quest XP. Not even remarkably close. For small plots I average up to about 50xp per hour of ingame RP and offline plotting/organizing. For large scale plots - like this current one - it's about 15xp per hour. Between IG meetings, typing forums posts and PMs, posting logs, and sitting around making myself available for DM's, that's what I've calculated. And that's even assuming you can get into the plotline. Except for the GG Vol musters which were open to all players, the only plot-related activities I've seen are to watch people type in chat for three hours, get bored, and log off. The most activity has been to go from GG to Suzail and back again.
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Post by FlyingMidget on Feb 11, 2019 23:21:21 GMT -5
Just going to put it out there, if it was solely my call I'd of made the quest XP scale based upon your level alongside the monster XP and Boss XP rather then just averaging out the rewards to give some semi-balance of even distribution among quest rewards, which would likely have upset people more because the majority of dungeons that people visit regularly for quest XP would likely be giving most of those people that already dislike such less experience.
Then again, I'd probably also nerf Riviors Keep, The Orcs in the Hullack and a few other locations to be closer to CR 18 which I feel is really the best level range to be. Good for levels 15-22ish and anything above that point should be some near impossible journey to reach even one level above, the journey and RP are far more important then some random numbers on a character sheet.
FM.
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Eldok
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Atonement is the way
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Post by Eldok on Feb 12, 2019 0:06:12 GMT -5
Just going to put it out there, if it was solely my call I'd of made the quest XP scale based upon your level alongside the monster XP and Boss XP rather then just averaging out the rewards to give some semi-balance of even distribution among quest rewards, which would likely have upset people more because the majority of dungeons that people visit regularly for quest XP would likely be giving most of those people that already dislike such less experience. Then again, I'd probably also nerf Riviors Keep, The Orcs in the Hullack and a few other locations to be closer to CR 18 which I feel is really the best level range to be. Good for levels 15-22ish and anything above that point should be some near impossible journey to reach even one level above, the journey and RP are far more important then some random numbers on a character sheet. FM. I agree for the first part, but not for the second. Rough dongeons must remain hardcore.
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Andros
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Post by Andros on Feb 12, 2019 10:43:48 GMT -5
This is only a nerf to people that are more worried about leveling than Roleplaying, lately you had the ability of going Hardcore grinder and push 30 in 6 months, then turn around and boss around all the dumbasses that where spending 2/3 of their time roleplaying their character and are barely 20 (if at all).
This tipe of situation is very common on other RP servers where leveling is unchecked and I have seen firsthand it leads to people focusing on leveling first and only once they get to the cap do they start roleplaying properly because they are afraid to be humiliated by some max level character during the leveling process.
Now I know I'm describing the extreme end of the line here, but if leveling was allowed to be kept unchecked we where going to end up there in a few years time. The change needed to happen and better sooner than later.
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Eldok
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Atonement is the way
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Post by Eldok on Feb 12, 2019 10:51:33 GMT -5
This is only a nerf to people that are more worried about leveling than Roleplaying, lately you had the ability of going Hardcore grinder and push 30 in 6 months, then turn around and boss around all the dumbasses that where spending 2/3 of their time roleplaying their character and are barely 20 (if at all). This tipe of situation is very common on other RP servers where leveling is unchecked and I have seen firsthand it leads to people focusing on leveling first and only once they get to the cap do they start roleplaying properly because they are afraid to be humiliated by some max level character during the leveling process. Now I know I'm describing the extreme end of the line here, but if leveling was allowed to be kept unchecked we where going to end up there in a few years time. The change needed to happen and better sooner than later. That’s your point of view though, it is a punishement for people who RP a lot and like to dongeon/see progress with their character on a leveling basis.
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Post by malclave on Feb 12, 2019 11:38:22 GMT -5
This is only a nerf to people that are more worried about leveling than Roleplaying Not a fair assessment. A person can be interested in both role-playing and character progression.
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Nicoen
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Post by Nicoen on Feb 12, 2019 12:11:25 GMT -5
This is only a nerf to people that are more worried about leveling than Roleplaying This is just plain wrong. If anything this punishes grinders less than those focusing on RPing. The players it hits the hardest are those who don't have a lot of time to play, the grinders are still going to grind like they always have, they'll just do it even more than before. Those who like to balance their playtime between RP'ing and adventuring, and those more focused on RP'ing but still want to see some mechanical progression of their characters are hit the hardest. Their invested time in adventuring now yields a lot less experience towards mechanical progression than it did before. If they want to keep a similar progression as they had before they will now have to spend a lot more time on adventuring than they did before. Are they going to have to devote more time to adventuring and thus less on RP'ing to keep up with the grinders? Or accept that they will be left behind even further by grinders than was the case before, since now the actual xp from the amount of enemies killed means a lot more. Not to mention that this is obviously also hitting new players and characters a lot harder than the seasoned ones, which highlights a whole other problem; the increased challenge of mixing up the status quo. We all know(based on experience on FRC) that PvP is often a big part of player conflicts on FRC. The gap between a new character that seeks to challenge the status quo and the established characters/factions/situation has become a lot harder to close now. A new character will rarely be a threat to the established if they can be squashed easily. I'm not talking about new characters challenging the established in combat, as I'm well aware that this is not the way to go in most cases and that there are many other opportunities to pursue, but just knowing that if they were to ever face each other in a situation where combat is possible, the result is already given, can be very demotivating for both players. I know there are established characters that have to go out of their way to not just kill their opponents due to mechanical power difference, this change will make situations like that more common which I think is a shame. To reply to the thread's original question, my main problem as a game designer with the change is the loss of correlation between the challenge of the quest and the reward. If the numbers for the Hullack Ghost tower rewarding 150 xp, the same as the Ogre quest near Suzail, is correct I hope this change is just the first iteration of the nerf, as the rewards has lost all contextual meaning. There is a huge difference in challenge, resources spent and the amount of characters required, as well as their power level between these two quests. I think it's general good game design practice to have rewards match their challenges, and I think FRC have been excellent at nailing that historically. I understand the reasons behind the nerf in some aspects, but feel that the implementation and the numbers could use more iterations.
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Post by MTGPackFoils on Feb 12, 2019 13:13:14 GMT -5
As someone who is TRYING not to make playing every day to stay on top of RP, events, and still progress a habit I can not agree with what was said below enough. This is why the in game quests should be a focus for us folks who may not have a lot of play time during the week instead of standing around a farmining village waiting for drama to happen. This is only a nerf to people that are more worried about leveling than Roleplaying This is just plain wrong. If anything this punishes grinders less than those focusing on RPing. The players it hits the hardest are those who don't have a lot of time to play, the grinders are still going to grind like they always have, they'll just do it even more than before. Those who like to balance their playtime between RP'ing and adventuring, and those more focused on RP'ing but still want to see some mechanical progression of their characters are hit the hardest. Their invested time in adventuring now yields a lot less experience towards mechanical progression than it did before. If they want to keep a similar progression as they had before they will now have to spend a lot more time on adventuring than they did before. Are they going to have to devote more time to adventuring and thus less on RP'ing to keep up with the grinders? Or accept that they will be left behind even further by grinders than was the case before, since now the actual xp from the amount of enemies killed means a lot more. Not to mention that this is obviously also hitting new players and characters a lot harder than the seasoned ones, which highlights a whole other problem; the increased challenge of mixing up the status quo. We all know(based on experience on FRC) that PvP is often a big part of player conflicts on FRC. The gap between a new character that seeks to challenge the status quo and the established characters/factions/situation has become a lot harder to close now. A new character will rarely be a threat to the established if they can be squashed easily. I'm not talking about new characters challenging the established in combat, as I'm well aware that this is not the way to go in most cases and that there are many other opportunities to pursue, but just knowing that if they were to ever face each other in a situation where combat is possible, the result is already given, can be very demotivating for both players. I know there are established characters that have to go out of their way to not just kill their opponents due to mechanical power difference, this change will make situations like that more common which I think is a shame. To reply to the thread's original question, my main problem as a game designer with the change is the loss of correlation between the challenge of the quest and the reward. If the numbers for the Hullack Ghost tower rewarding 150 xp, the same as the Ogre quest near Suzail, is correct I hope this change is just the first iteration of the nerf, as the rewards has lost all contextual meaning. There is a huge difference in challenge, resources spent and the amount of characters required, as well as their power level between these two quests. I think it's general good game design practice to have rewards match their challenges, and I think FRC have been excellent at nailing that historically. I understand the reasons behind the nerf in some aspects, but feel that the implementation and the numbers could use more iterations.
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Post by camrik on Feb 12, 2019 15:17:50 GMT -5
This is only a nerf to people that are more worried about leveling than Roleplaying To reply to the thread's original question, my main problem as a game designer with the change is the loss of correlation between the challenge of the quest and the reward. If the numbers for the Hullack Ghost tower rewarding 150 xp, the same as the Ogre quest near Suzail, is correct I hope this change is just the first iteration of the nerf, as the rewards has lost all contextual meaning. There is a huge difference in challenge, resources spent and the amount of characters required, as well as their power level between these two quests. I think it's general good game design practice to have rewards match their challenges, and I think FRC have been excellent at nailing that historically. I understand the reasons behind the nerf in some aspects, but feel that the implementation and the numbers could use more iterations. The 150xp for the ghost tower is correct. The Espar mines went from 350 xp to 150 xp as well as I found out yesterday. I fear to find out how badly the drow fortress in the Hullack has been nerfed. It is a dangerous place: about a week ago, our party of three was wiped out in that dungeon. We knew the risks of course, but the challenge was fun and the reward worthy we felt.
The last part might not be true anymore.
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Post by MTGPackFoils on Feb 12, 2019 17:03:42 GMT -5
Here’s a question.
How many people under lvl 25 can solo everything on the server? How about at 18 to 20?
How many still do?
Some of us don’t want to HAVE to be on the grind. Some us would like to use or roll alts to interact with new players to help them aclimate to the server. If we have to be on the grind to stay on pace with others we play with regularly (or try to catch up) then this nerf makes the grind seem to be the only option. That can lead to unhealthy play patterns.
Look at Hearthstone’s previous issues, or how Magic The Gathering is pushing Arena for other examples. Let’s not go that way.
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Eldok
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Atonement is the way
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Post by Eldok on Feb 12, 2019 17:16:09 GMT -5
It will simply just lead to more farming, indeed.
From my point of view and many other’s I assume, the xp was quite fine.
I do not understand a reason for a change, in all honesty, because other changes need to be made if the server wants to be mainly RP focused, even though it strongly already is.
That is all from my point of view, however.
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Post by Vaxel on Feb 12, 2019 18:53:20 GMT -5
To reply to the thread's original question, my main problem as a game designer with the change is the loss of correlation between the challenge of the quest and the reward. If the numbers for the Hullack Ghost tower rewarding 150 xp, the same as the Ogre quest near Suzail, is correct I hope this change is just the first iteration of the nerf, as the rewards has lost all contextual meaning. There is a huge difference in challenge, resources spent and the amount of characters required, as well as their power level between these two quests. I think it's general good game design practice to have rewards match their challenges, and I think FRC have been excellent at nailing that historically. I understand the reasons behind the nerf in some aspects, but feel that the implementation and the numbers could use more iterations. The 150xp for the ghost tower is correct. The Espar mines went from 350 xp to 150 xp as well as I found out yesterday. I fear to find out how badly the drow fortress in the Hullack has been nerfed. It is a dangerous place: about a week ago, our party of three was wiped out in that dungeon. We knew the risks of course, but the challenge was fun and the reward worthy we felt.
The last part might not be true anymore. The Banite Fortress quest is now 100xp (used to be 250xp) for the ring, and 100xp (used to be 400xp) for the letter as well. Cut well beyond half its worth.
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Deleted
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Post by Deleted on Feb 12, 2019 19:44:47 GMT -5
The problem as I see it, is that FRC is or was becoming too small for some characters. Actually, the outlaws have a similar problem too. The outlaw provision was needed, but then that leaves outlaw characters with not much to do. They need an environment where they can still keep getting involved, without having to fight or be disguised most of the time.
Now, when some players tell me how they can solo the Shadow Dragon, The Fire Giants and other very challenging locations, then it means that those characters are just too powerful for the current setting. Likewise, DMs struggle to integrate those demi gods, demi goddesess and explosive gnomes into their plots and events. Yes, I suppose nothing stops them from adding vorpal-wielding foes to show those 30+ level characters some humility, but then they have to tailor the events for those characters too. Others of lower level can still take part, but at their own risk. It is a not very subtle height limit.
Consider this nerf to quest XP as a soft cap as some have mentioned. Even though level 40 is allowed and available to reach (And I'm glad it is!), the main reason why the number of characters surpassing 30 and aiming for 40 increased, is because static quest rewards were too good. Weekly dracolich, Hullack orcs, Drow Tower, and War Wizard Tower runs can yield considerable amounts of XP. In fact, some of us like to at times defy the odds, the system and take risks for the fun, challenge and greater rewards. This is vaild. I even know some like to do do the Hullack orcs at lower levels because that particular dungeon can yield so much XP that one can even level up with two visits in the mid teens. It is almost suicide to attempt, but for those that can pull it off, all I can say is kudos. It is not illegal to "rush" to a higher level, but it has to stop at some point. Monster XP is still ok in some areas at the 21-25 levels, which still gives folks a taste of how the epic levels are. Anything beyond 25 though, is honestly a bonus.
Yes, FRC needs perhaps few more high epic dungeons. By high epic I mean places where anyone below 25 will die. I have one or two planned, but if those are ever to be added, I am going to make sure that nobody can complete them at a range lower than the minimum. The rewards in loot will be good, and so will be the rewards in fun and maybe the XP could still be considered ok. Despite this, do not expect to see much more content for 30+ levels in Cormyr and the material plane. Characters with such powers should be really carving their path in other planes and realities. I wish I could make a quest in a layer of the hells or the shadow plane, even if some think that casual visists to those locations would ruin "immersion". No, immersion is not ruined by epics surviving in environments meant for them. It is more immersion breaking to have high epic characters still in Cormyr grinding in the Hullack, slaughtering things in the Stonelands, or similar elsewhere in Cormyr.
This is only my opinion from a design point of view, of course. Now, if planes and realities are just too over the top, then perhaps the Underdark needs to be made much more difficult (and developed for that matter). Perhaps an expansion to it, combined with a huge rebalancing to its core areas could help. This way, the truly epic characters and powerful outlaws could still feel welcomed and playable in FRC. Granted, net quest rewards there would still be low, but the challenge would still be on par with the power with those traveling there. I know very powerful charatcers have the potential to ruin a DM event, but I still believe some plots could be tailored for those characters only, and with a twist as well. Perhaps dying in those plots could be more than just waiting to be raised or respawning.
Anyway, these are my thoughts from a builder perspective.
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Post by tingly on Feb 12, 2019 20:11:58 GMT -5
Is there much of a way for post-epic characters to arrange some sort of 'ending'? Like, maybe the DMs could give them a tangible conclusion to their personal story, and have that affect the server somehow in return for retiring the character? It honestly feels that would be more dynamic and useful than making it yet more inconvenient to reach the level cap.
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abby
Old School
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Post by abby on Feb 12, 2019 20:34:41 GMT -5
Ya that’s the fundamental trouble with massive level gulfs, you have to divide the world into 40 difficulty levels, and the difficulty level for 20+ has to be ridiculous high fantasy mumbo-jumbo so that it’s all but impossible to make credible threats and events the whole server can be involved in. A rampaging dragon should always be a major danger to the realm, but half the people hanging around GG can use them for bunny slippers and the DMs have to evoke gods and primordials to make something feel dangerous... but EVEN THEN I hear things like “Bah! my level 35 character is a demigod who can’t ever be tricked or bested by said god-like villain!” Seriously. I’m not kidding about that.
I know you’ll all hate me for saying it, but epic levels are ridiculous and stupid. I’d rather have twice the dungeons for half the levels and see ALL the players brought a little closer together so you have a much richer pool of players you can meaningfully interact with and whose power levels can actually affect outcomes with each other. Also, think how less annoying and bothersome the 7 day rule would be if aaaaall those dungeons tailored for levels 21-40 were divided up for levels 10-20 instead? The only thing you have to give up longer range builds.... when we’re not even supposed to be focusing on that. There’s absolutely no kind of character or personality you can’t craft with a little RP and creativity in 20 levels.
So, no, I’m not calling for FRC to be only to level 20 because I’d get lynched; I just think it would be better and more players would be closer together for plots and rivalries if it was. In other words it would be all around better. Search your feelings. You know it to be true.
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Post by hellscream123 on Feb 12, 2019 20:41:20 GMT -5
Is there much of a way for post-epic characters to arrange some sort of 'ending'? Like, maybe the DMs could give them a tangible conclusion to their personal story, and have that affect the server somehow in return for retiring the character? It honestly feels that would be more dynamic and useful than making it yet more inconvenient to reach the level cap. There have been some folk who've done this. But there's no formal system. The cap is open as a free choice made at the start of FRC. But it was never a number this place was designed for. Beyond 24 the server scales badly. It just does. You've hit the built soft limit and going further is no longer an activity easily supported by the structure itself. But as Radman says, newer places that are so tailored for this tier of play 25-30 and 30+ wpuld suit better than the prior scale places. Being "worth it" when you are outside their design scale.
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abby
Old School
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Post by abby on Feb 12, 2019 20:43:37 GMT -5
But if I “was” calling for a 20 cap, which I’m not (so put down the torches and pitchforks, I’d still have an avenue to progress via feats without adding more HP, saves and AB.
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