08-16-2022, 02:46 PM
(08-16-2022, 02:12 PM)8245R Wrote: i think the mob farming is taking away a lot of the game's enjoyment rn and incentivizing standing in groups clicking aoes instead of running around RPing and interacting with people, but it's also only done because the RPL grind is a lot slower first gen and it's kind of a necessity to do if you work a lot and don't want to fall too far behind those with more time.
i'm not rly a big fan of the wipe launch slowed gains because it doesn't add any value to the game's experience in my eyes and only delays the ''end of tutorial'' mark at 200, but ik there are many who do enjoy the baby phase slap fight era and they're likely the majority (could be entirely wrong, just my observation) so i don't expect much to change
I don't intend on dismissing your concerns as they are valid, however, just because there is a group farming mobs doesn't strictly mean they are doing it for the exp.
It's for resources, as of late.
It's my understanding that the increased number of exp required to level up late game makes this a miserable process to even attempt. (AFK farming is punished.) Meaning it's better to RP and engage in your quests. This form of progression, as a method early game, in my opinion at least, is entirely reasonable.
Late game, it at least rewards you for going out and grinding mobs for resources. It's important to do this as, they don't exist merely for the purposes of a mechanical grind. We (mappers) actually intentionally put mobs that generate resources in these pockets.
The reason for this is for the express purpose of generating RP where there would otherwise be none. Groups or individuals must travel to these pockets to generate resources which results in the potential for RP, if a group happens to get a spot to themselves for a time, that's great, if you as a player choose not to interact with them, that's great.
The point is keeping the option on the table for players to engage in RP.
The systems put in place weren't put in place purely to push some kind of hopeless grind, otherwise Chance wouldn't ever fuck with drop rates.
The reason resources exist, and must be gathered is to generate RP, be that through acquisition, trade, bargaining, theft, or other hostilities.
I personally think EXP mob grinding is pointless, as I have only done all my quests once since launch, (occasionally grabbing a chuggums because fuck that rabbit.) and generally don't grind mobs for resources. (Thanks to being blessed with my IC group of very industrious people.) My level is 175, which I assume is roughly middle of the pack.
Addressing your second point, which is again, entirely valid, the reason RPL gains are slowed at the launch isn't because everyone loves the low RPL slapfests. (I personally do.) It's because in a new setting, players need time to grow accustomed to the setting, and getting level 200 in a week isn't strictly ideal, as (and I'm guessing at this) being that strong immediately would result in the more insane power plays Eternia is more or less known for, which hampers the IC of a new setting drastically, when we'd prefer settlements have a sense of camaraderie, rather than a more individual focus.
This also makes sense from an RP perspective, as the 'game' (in my mind) takes place in a particularly violent time in a regions history, versus being the norm.
This results in hard times which force the people (and magi) of a region to become stronger and develop more quickly in strength, leading to the history and stories that take place within that region. The initial RPL dampening just represents functionally that this Era of story and strife is beginning.
Thanks for reading my wall if you did 8245.
TL;DR
I think the current layout and exp generation of mobs is in a decent place though may be tweaked further in the future.
I think the RPL dampening is fine, considering the new setting.