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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Increasing Risk v. Reward in PvE low-level grinding.
Penguinos
Member, Alpha Two
This mirrors a much older post that I read, but I didn't see my solution in there. So I made a new post rather than necroing the old post!
An example of the title:
Say that you're level 10, and you want to level up. Depending on your skill, you may be able to use CC on a large group of enemies, killing them one by one or simultaneously.
By the road, you have groups of 1-2 enemies, maybe three max.
Slightly further in might be an encampment. There would spawn a group of 8-9 mobs, whose AI tells them to surround the player. A newbie, even if they knew about the spot, likely wouldn't be able to time CCs and kill the mobs one by one. A veteran player, on the other hand, would have the skill to grind 3-4x as efficiently as the noobs by the road.
In both examples, the levels of mobs would be the same. The difference is just in the difficulty of the mobs.
An example of the title:
Say that you're level 10, and you want to level up. Depending on your skill, you may be able to use CC on a large group of enemies, killing them one by one or simultaneously.
By the road, you have groups of 1-2 enemies, maybe three max.
Slightly further in might be an encampment. There would spawn a group of 8-9 mobs, whose AI tells them to surround the player. A newbie, even if they knew about the spot, likely wouldn't be able to time CCs and kill the mobs one by one. A veteran player, on the other hand, would have the skill to grind 3-4x as efficiently as the noobs by the road.
In both examples, the levels of mobs would be the same. The difference is just in the difficulty of the mobs.
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However, the mobs in the encampments themselves would be of a higher level. This allows for, using the above example, level 10 groups of mobs attacking players by the road, while level 20 mobs are in the original encampment.
For people to be able to find the encampments easier, the group of mobs attacking the road wouldn't just spawn on the road. They would actually travel to the road.
well we do learn form every action why should it be different in game?
In Shadowlands, I gained a couple levels just with xp from exploring.
Questing is just faster.
Given that the Intrepid team holds their lore in high regard (to the point they claim they won’t share it early out of fear of spoiling it), I can’t see them making questing entirely optional. Quests tend to be the easiest way of spreading basic lore information throughout the whole playerbase, while exp grinding is at its core purely meta gaming.
I guess it depends on what you mean by "viable". If you mean that it will be just as good as questing, then I'm sure that's a no. If you mean it's possible to get to max level, then that'll be a yes. It probably won't be anywhere near what you get from questing though.
Yeah, I meant 1.5x-2x as slow to be "viable but unadvisable".
This proposition is for those who, when given a quest "kill 20 orcs", know that there is an outpost with 2 sets of 10 orcs and can complete the quest 2-3x as fast as noobs. This would require not only game knowledge, but also skill in CC.
And players will be creating a lot of the lore on each server.
Progressing nodes and erecting buildings should also provide xp...
But, we have adventurer xp, crafting xp and node xp to work with.
And we also have various standings with social and religious organizations.
It's not all just about adventurer xp.