Oliphant
Well-known member
Bloodthirsting the players to kill mobs is not fully productive for reducing pathing due to incentive to bother side mobs in the first place, plus its cringe.
Would prefer something like this:
Would prefer something like this:
- "No DA" bonus, "Only-1 DA" bonus, "Only-2 DA" bonus
- "X Seconds of DA" penalty.
- For example, PRR formula with one second of DA being like 10 PRR to the final xp value, 100 over 100 + 10t in seconds.
- This would mean 1/2 xp after 10 seconds, 1/3 xp after 20s of DA, etc. - maybe too much!
- 60 over 60 + t in seconds would mean 1/2 xp at minute-1, 1/3 xp at minute-2, etc.
- This could be a continuous function applied at the end of the quest based on tally of DAs and DA durations.
- Continuous seems less gameable, people can get good at beating milestones.
- Continuous function means every second counts, a smooth and steady incentive to end the DA.
- If gathering mobs reduces the pathing it would be nice if gathering was sufficient to end a DA.
- Ideally, if the pathing can be measured, it would be nice if DA was mostly just triggering off of the measured pathing actually.
- Its not easy for a weak party to kill huge gatherings of mobs quickly and DA penalties are counterproductive to killing off the mobs.
- I get the idea of exacting a punishment, trying to kill players for being "bad", but consider the downsides.
- For example, PRR formula with one second of DA being like 10 PRR to the final xp value, 100 over 100 + 10t in seconds.
- Faster XP would only help the game, keep that in mind too.
- Give folks an extra level of leeway doing quests over level.
- More over level would be fun, would let people push skulls more.
- More XP is good remember? This also applies to RXP!
- Why? This will fix potential side effect related to XP versus Favor balance for HC season objectives.
- In DnD it's ok to be a hero, DO IT!
- More over level would be fun, would let people push skulls more.
- Give folks an extra level of leeway doing quests over level.