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Experience / Level
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Currently levels are 30,000 experience each, so each level is of equal "value" to each character. What do you think of this arrangement?
I like it as is. I'd rather have steady level "costs" so I don't have to worry about levels getting increasingly harder to get.
34%
 34%  [ 29 ]
I'd rather make my low levels more easily, even if it makes those higher levels really, really long to achieve.
48%
 48%  [ 41 ]
I don't have a strong opinion either way.
16%
 16%  [ 14 ]
Total Votes : 84

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HR-Trevor
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Joined: 04 Oct 2002
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 Post Posted: Mon Jul 28, 2003 11:31 pm    Post subject: Experience / Level
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I'd like to get input on this. Smile
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Dragoonseal



Joined: 11 Sep 2002
Posts: 326
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 Post Posted: Mon Jul 28, 2003 11:54 pm    Post subject:
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So gotta with the second option, taking days just to get to level 2 is killer. It would be so much more enjoyable if we could achieve levels quicker at the start, and have the long grueling levels later once we've established our characters better.

Currently the excruciatingly long time to just get a few levels at the start is what made me quit playing, as well as another friend of mine.
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glit



Joined: 19 Sep 2002
Posts: 25

 Post Posted: Tue Jul 29, 2003 12:00 am    Post subject:
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i didn't vote, because i really don't agree with any of the three answers. i have to say that i'm more in favor of the way modus was set-up. lower exp requirement per level to start, and an increase for the first 10 or so levels until the max exp per level (being 30k as it is now, or possibly a bit higher if the increases in exp needed last for more than 10 levels) for the rest of the levels. i can see how it's frustrating to have to be so bad at everything for so long before you can improve yourself to start, but i'd hate to see gigantic exp requirements in the higher levels.

hoping that made sense,
-glit
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Kelasa



Joined: 29 Jun 2003
Posts: 363

 Post Posted: Tue Jul 29, 2003 12:00 am    Post subject:
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I like the way that gemstone had their experiance, starts at 10,000 exp for levels 1-5 or 10, then 20,000 for the next set, then 30,000, then 40,000, then capped at 50,000 per level afterwards... I was thinking it was 1-10, 11-20, but it seems that the 50k was at level 20.. I don remember though.

Kelasa
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Downtweak



Joined: 14 Mar 2003
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 Post Posted: Tue Jul 29, 2003 1:15 am    Post subject:
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I voted to make the first few levels move by faster (even though I'm through most of them), but I don't know if lowering exp reqs is the best/only way to do it.

Perhaps instead of lowering exp reqs, we could increase pulse rates at lower levels. For instance, level 1 would be 20 points per minute (PPM), level 2 would be 19 PPM, and so on down to 11 PPM at level 10 before levelling off at 10 PPM at level 11.

The advantage to this system is that the stat and skill point gain per level remains the same, but it still allows new players to progress faster through their first levels.

-Downtweak
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Velcroman



Joined: 16 Jul 2003
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 Post Posted: Tue Jul 29, 2003 1:27 am    Post subject:
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I voted for flat levels, only because I've been playing these damn things from blue book basic and wouldn't mind something different Mr. Green

You can shuffle things around any way you want, but it all comes down to the same thing.. making it challenging and interesting to reach the next level.

~Dag
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HR-Mickey
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Joined: 24 Nov 2002
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 Post Posted: Tue Jul 29, 2003 1:32 am    Post subject:
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I'm not sure how I'd weigh in, but I do think I like the 'tweakster's idea.
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Kelasa



Joined: 29 Jun 2003
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 Post Posted: Tue Jul 29, 2003 1:39 am    Post subject:
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I like that idea as well.
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HR-Draxx



Joined: 04 Dec 2002
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 Post Posted: Tue Jul 29, 2003 1:46 am    Post subject:
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I think I'm going to agree with Downtweak's suggestion too. That seems like a reasonable compromise.
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Medic Mystiey



Joined: 07 Jul 2003
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 Post Posted: Tue Jul 29, 2003 1:58 am    Post subject:
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Sounds good to me too! Good thinking Tweaker
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Nivza
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Joined: 26 Feb 2003
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 Post Posted: Tue Jul 29, 2003 2:37 am    Post subject:
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I like Tweaks too, and since we don't exactly have anyone who's hit 11 right now, everyone would get some bonus or another
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Brenton
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Joined: 05 Jul 2003
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 Post Posted: Tue Jul 29, 2003 2:38 am    Post subject:
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I liketweaks idea except that if it changes before live. Then all those people that toughed it out during the beginning levels would feel like they just got shafted, since the lower levels are having a easier time than they did.
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tygerwulf
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 Post Posted: Tue Jul 29, 2003 2:50 am    Post subject:
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Ok, I chose the middle one for this reason, I would like to start playing multiple characters, but right now, I just play Tyger because I see more characters as time I could be using to build Tyger, but if it were easier at small levels, it would make it better for those who would like to build up multiple characters.


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Josie
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 Post Posted: Tue Jul 29, 2003 2:54 am    Post subject:
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Its a great idea but imma have to agree with Brent...if this had been implemented from the get go it be awesome, or if it doesnt get implemented till live when we can start anew, but since theres quite a few of us already in the 5-9th levels it doesnt seem quite fair to to those who have "toughed it out" getting to the higher levels to implement it at this point in time. And if you did do it by pulse would that change the learning curve? Jus my 2 cents worf

~Bella
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HR-Trevor
Boss Type Guy


Joined: 04 Oct 2002
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 Post Posted: Tue Jul 29, 2003 3:52 am    Post subject:
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Folks, I can easily determine what time draining was spent and from there calculate what your exp would have been if we had done drain rates this way from day one. This issue of fairness related to the timing of a change if one is made is a non-issue.

And furthermore, waiting till the live launch would only allow you the chance to "waste" more time anyway, right?
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