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Old 11-02-2009, 10:07 AM   #16 (permalink)
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Thumbs down

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We want players to be able to reach the Abyss in a timely manner so that they can go head-to-head with the opposing faction, but we also want them to enjoy the game's lore and reach immersion in the world of Atreia.
Why force people to do both? The ultimate choice would be to allow turtlers to enjoy the lore and pay for months of questing and exploring and really rather random finds in the middle of deserts or tucked away in jungles. Meantime the PvPers spend months getting points for their epic epeen armour and doing whatever it is they do. There is no golden middle path, the middle path is lined with QQ trees and littered with support tickets.
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Old 11-02-2009, 10:38 AM   #17 (permalink)
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Uhm... NCWest is increasing 15-30 exp.

NCSoft from Korea is working on 40+ exp.

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Old 11-02-2009, 10:55 AM   #18 (permalink)
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Decent changes, but the main thing I would change in the game would be the ability to earn a bit more XP with a group vs. soloing...

This is an MMO afterall, forming and being in a group should be the majority of the experiences... However, soloing has greater benefits especially to those that can solo elites...

Dungeons and Group XP should have some perks and bonuses... After all, dungeons can be quite harsh on the Soul Healing and you are relying on others to do their part as well... Sometimes all this can be one big headache... Simply adding a bonus XP for being in a group to allow people to get slightly better XP over being solo could help this a lot...

Aside XP, I think simply adding more drops to instances (whites even) would benefit the group as well and create a greater demand for wanting to do them... If after an Alquimia run a group wouldn't leave so empty handed (usually only seeing 1 white item a run) and increasing trash drops even would greatly increase people's desire to give it a try after they gotten what they needed done... Just adding some sort of value to it other than quests...

_____________________________________

EDIT: If you think about it... It's just logical too... You think about the time spent setting up a group and time getting everyone to instance, etc. All this down time of not earning any XP just building groups and then you get inside to have deaths occur and earn the same XP or less than if you were soloing outside? It's just plain retarded...

You wouldn't have to bump quest XP or anything like the proposed ideas above if they simply just gave group XP bonuses... Then all those FT runs people have done, even if they didn't get their gold weapon, they would still come out with a decent amount of XP gains, at least...

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Old 11-02-2009, 12:37 PM   #19 (permalink)
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Quote:
Originally Posted by NeoPlasmaX View Post
Decent changes, but the main thing I would change in the game would be the ability to earn a bit more XP with a group vs. soloing...

This is an MMO afterall, forming and being in a group should be the majority of the experiences... However, soloing has greater benefits especially to those that can solo elites...

Dungeons and Group XP should have some perks and bonuses... After all, dungeons can be quite harsh on the Soul Healing and you are relying on others to do their part as well... Sometimes all this can be one big headache... Simply adding a bonus XP for being in a group to allow people to get slightly better XP over being solo could help this a lot...

Aside XP, I think simply adding more drops to instances (whites even) would benefit the group as well and create a greater demand for wanting to do them... If after an Alquimia run a group wouldn't leave so empty handed (usually only seeing 1 white item a run) and increasing trash drops even would greatly increase people's desire to give it a try after they gotten what they needed done... Just adding some sort of value to it other than quests...

This. Hit the nail on the head in terms of group exp. As a Ranger I can solo grind elites till my eyes bleed but it's BORING. I prefer to group as one can be on vent which helps the time pass so much. It's a shame there is no incentive for grouping as it would make leveling much easier which in turn keeps the player base happy, which in turn means more long time subs and the resub of some of the player base who already left which means EVERYONE PROFITS. In no way, shape, or form am I saying to dumb Aion down and make it easy mode but this feature is something even most hard core MMO's have. Aside from this my only other problem is bots. This sh** has to go and has to go now. Bots are ruining the game, I can deal with all of the minor issues with the game but bots are out of control and need to be addressed as soon as possible.

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Old 11-02-2009, 05:34 PM   #20 (permalink)
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The description of the ticket in the PowerWiki is a little vague; of the two types -- event and 'expand card' -- both say a character can only apply a single ticket, which implies that it's a once-per-character thing, but the effect this has on cubes, whether fully- or partially-expanded, is ill-described. Is the row you get from using an Expand Cube ticket a "Get one expansion free" token for the Cube Artisans, or does it add one row to your cube outside the normal cube limits? The cube artisans in Sanctum and Pandaemonium can expand your cube up to a total of four additional rows; if you use the ticket, can the cube artisans there still add four rows to your cube, or does applying the ticket to a basic cube make it a Level 2 cube, leaving the cube artisans capable of adding only three more rows?
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Old 11-02-2009, 05:55 PM   #21 (permalink)
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There better be an EXP boost for *some* of the level 30+ quests... we are fast approaching an unofficial deadline where a lot of people who are sick of the grind are going to quit. Fast.

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Old 11-02-2009, 06:55 PM   #22 (permalink)
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There better be an EXP boost for *some* of the level 30+ quests... we are fast approaching an unofficial deadline where a lot of people who are sick of the grind are going to quit. Fast.
Amen brother!
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Old 11-02-2009, 06:57 PM   #23 (permalink)
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This Wall of EXP is ridiculous, and exp for quests and mobs needs to be significantly raised. This game is about the end game and fortress raiding, so the draw should be there and not on an insanely boring grind that forces you to solo because it punishes grouping.

Like AOC, like Warhammer, AION has 60-90 days to correct this issue or see a lot of attrition just like those games.

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Old 11-02-2009, 08:23 PM   #24 (permalink)
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i like how teh compare to monopoly. a game that takes a few hours to play through. it take countless scores of hours to get to endgame in aion, but that's where the "fun" is?

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Old 11-02-2009, 10:23 PM   #25 (permalink)
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Originally Posted by Hades-LotD View Post

This Wall of EXP is ridiculous, and exp for quests and mobs needs to be significantly raised. This game is about the end game and fortress raiding, so the draw should be there and not on an insanely boring grind that forces you to solo because it punishes grouping.

Like AOC, like Warhammer, AION has 60-90 days to correct this issue or see a lot of attrition just like those games.
/agree 100%

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Old 11-03-2009, 09:08 AM   #26 (permalink)
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Wtb increased level cap, too easy to reach 50.
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Old 11-04-2009, 06:48 AM   #27 (permalink)
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The leveling curve is definitely killing the fun factor for me. I logged on for 10 minutes last night to do AH stuff and then logged off. I have no desire to grind the little xp I need to get to 34.
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Old 11-04-2009, 08:28 AM   #28 (permalink)
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The leveling curve is definitely killing the fun factor for me. I logged on for 10 minutes last night to do AH stuff and then logged off. I have no desire to grind the little xp I need to get to 34.
At 34 you should still be able to quest for 95% of your exp. And the rest, just do a FT run or two... The grind doesn't set it really til about 37, from what I saw.
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Old 11-04-2009, 08:37 AM   #29 (permalink)
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Re:
"Many are complaining that it gets too slow to level up on some levels. When are you going to do something about that?"

IMHO there are many games which have lowered their expectations of players so as to offer the more casual players an opportunity to get to maximum level and in to more difficult content with little risk and greater reward than the stout hearted and dedicated souls that braved it in the first place and achieved the ranks and items in the way the developers originally intended.

It is my opinion that this has ruined the games and in many cases the gameing experience of those that did not have this advantage in several ways including diluting the end game experience with more less skilled and geared players which causes frustration to those who have to fight and group with them. (altho perhaps fighting them is much less a hardship)

It is also my opinion that the first order of business should be to lower and remove the bugs that do hurt the game and plan for the future directions of the game instead of dumbing it down. Lets face it, there is a huge following of Aion in China and Korea that never asked for nor needed thease kinds of adjustments and even have enjoyed the game for what it is at lower versions, developing their characters to the highest level of success thru competition and dedication.

It has been my hope that NA Aion would progress to thease and perhaps even higher levels of achievement thru matching wits with the Asian Aion Community thru international competition.

Since there is no dedicated PVE servers and therefore both "Carebear" and "Hardcore" communities exist in every server I do not think it is fair to either to destroy the game this early by dumbing it down. Let the people who desire a waterd down game to go to the games that have already chosen this road and leave Aion because of its difficulty to those that enjoy a good challenge.

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Old 11-04-2009, 08:42 AM   #30 (permalink)
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Thumbs up

The Veteran Rewards scheme is a fantastic idea. Sure, the rewards may not be ground breaking but it's nice to know that your loyalty and time spent playing in the world of Atreia is not just for naught. News on the upcoming updates is v.nice too.

Thanks for the info, Cynic!

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