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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.
Rested Experience - discussion
Nerror
Member, Alpha One, Alpha Two, Early Alpha Two
From https://ashesofcreation.com/news/the-mighty-beard
My first take-away is that rested XP can be gained while active ingame in the tavern. I think this is a very cool idea. Especially if the rate of rested xp gain is increased by partaking in parlour games and such. Let's get all social and shit.
Renting a room sounds more like a thing you do before logging off for the night, in order to gain rested xp while offline. That's perfectly cool too. Don't make it too expensive though please. Rested xp is mostly aimed at time-casuals as a catch-up mechanism, and they often have less gold than time-hardore players.
Discussion time!
1. How much rested XP should be gained per hour while offline? And how much while online?
2. What do you envision the max rested xp cap should be at in terms of percent of xp required to level up?
3. Do you want 50% bonus to XP or 100% bonus to XP while you have rested XP? The extra total XP gain is the same, it's just a matter of how quickly you get it.
4. Should the rested XP be account or character bound? If character bound, should all characters on the account be able to get rested XP at the same time, or should you have to choose 1 character only to get it?
5. If you don't want any rested experience in the game, tell us why.
Edit: 6. Should rested XP help reduce the xp grind required to get rid of corruption?
The first thing that all players will enjoy and use is rested experience. It goes back to our purpose here: to keep you socializing with your fellow players and to enjoy the amenities tavern owners provide. Offering rested experience for those that rent rooms or spend time as patrons of the tavern does this. For those that don’t know, rested experience lets players gain experience at a faster rate for a chunk of their experience bar. It’s a nice reward for taking a break, and means that not being “active” in the questing or hunting sense still lets you reap the rewards of having been so.
My first take-away is that rested XP can be gained while active ingame in the tavern. I think this is a very cool idea. Especially if the rate of rested xp gain is increased by partaking in parlour games and such. Let's get all social and shit.
Renting a room sounds more like a thing you do before logging off for the night, in order to gain rested xp while offline. That's perfectly cool too. Don't make it too expensive though please. Rested xp is mostly aimed at time-casuals as a catch-up mechanism, and they often have less gold than time-hardore players.
Discussion time!
1. How much rested XP should be gained per hour while offline? And how much while online?
2. What do you envision the max rested xp cap should be at in terms of percent of xp required to level up?
3. Do you want 50% bonus to XP or 100% bonus to XP while you have rested XP? The extra total XP gain is the same, it's just a matter of how quickly you get it.
4. Should the rested XP be account or character bound? If character bound, should all characters on the account be able to get rested XP at the same time, or should you have to choose 1 character only to get it?
5. If you don't want any rested experience in the game, tell us why.
Edit: 6. Should rested XP help reduce the xp grind required to get rid of corruption?
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Comments
2. I think it should be a percentage of your level and max should be 1 lvl
3. i'd prefer 100%
4. I'm leaning character and it accrues while you play other characters.
If I am not on about to log out in a good spot I will head to a bed or tavern.
I dont think we should count on this to make up for "lost time while not playing".
Progress should be active.
Certainly worked for me in WoW, until my character reached max level that is ...
So along this line of logic, I'm in favor of account-bound rested XP, and am against online-earned rested XP.
Well it's "rested", you're supposed to gain it only when you've RESTED.
Btw earning rested XP through parlor games would overly favor those extroverts who do regain their energy by socializing with ppl. As a poor introvert who actually expends energy during social interactions, I'd argue if you earn rested XP through parlor games, then I get to earn rested XP by reading a book
I prefer to get 100% reward for my efforts at all time. If a game tries to guilt me into not playing as much by nerfing me until I take a brake. It's more likely that I will find something else to do and not come back.
To me, the best system would just be a flat 100% XP at all times with no way to modify it. It is more satisfying to know that you leveled the whole way without hand out buffs every few days, too.
This is my personal feedback, shared to help the game thrive in its niche.
Rested XP is that you've been to a tavern lately, and so you're getting a slight increase to your XP earned while you're levelling.
AFK XP is that you don't even need to play the game and you're still levelling.
So, the Rested XP bonus would only be while you're logged in and playing the game, not while you're logged off.
"Taverns offer rested experience (rested XP) for those who rent rooms or spend time as patrons of the tavern.[1]
Rested experience allows players to gain experience at a faster rate for a period of time."
https://ashesofcreation.wiki/Rested_experience
You're not being given free XP for doing nothing. You're able to earn XP slightly faster.
Reading a book is definitely much more "restful" than having to, you know, speak to other people...
What a disgusting system.
They are going to put a needless area into the game and twist your arm to make you visit it periodically?
For what? To justify that place's existence?
You can't say "It's optional" if it is the min/max way to get XP. It becomes mandatory the second, it's better than not doing it.
I don't hate you @daveywavey, but I hate chore ass systems like this. I hated this shit in SWG. It was one of the worst parts of that game for me.
Next thing you know, they are going to tell us we have visit the shitter every 20 mins and stay close to a source of water, so we don't die of dehydration.
This is my personal feedback, shared to help the game thrive in its niche.
It was more to clarify it for their first question:
"1. How much rested XP should be gained per hour while offline? And how much while online?"
There won't be any Rested XP gained while offline, cos it's not for offline use.
The WOW devs thought world buffs were a "cool" and "optional" thing you could do between raids, and it resulted in raid logging. FFXIV was so heavy-handed with its rest XP that it ruined the game. I have literally shit and ate in video games more than I have in real life thanks to the games Ark and Atlas.
I am not saying that devs should not be creative. I am just saying they should take more care when injecting systems into existing gameplay loops. There is an expected gameplay loop for MMORPGs that does not need to involve chores.
If we have to visit a tavern everyone once and a while to maintain a XP buff that is a chore. If we got an XP debuff on death and had to eat at a tavern to cure it, that would be annoying, but more acceptable.
This is my personal feedback, shared to help the game thrive in its niche.
"Had a bad day? Died lately? Come to Davey's Tavern, and sleep it off!"
About the whole "feeling you need to actively play parlour games at a tavern to be competitive XP wise"-thing, I agree that shouldn't be the case. Rested XP should never accrue faster than a player out there grinding XP.
I actually like this a lot. Again, grinding the xp dept away should be faster for sure, but letting rested XP slowly eat away XP debt is a great system I think.
With the emphasis and focus they are putting on taverns, what with the rested XP and vicinity buffs, it fits the overall theme of both the taverns and the overarching focus Intrepid has on promoting social interactions very well.
As long as there is an active activity that you need to be doing in order to lower debt, I'm for this as well.
If you don't need to actively do anything, you are effectively creating an afk experience generating method.
Since severe XP debt will most likely be due to corruption, your advertisement can be translated as ...
"Killed someone innocent? Come to Davey's Tavern, and sleep it off!"
I agree with this, it's dumb. However, if they added a system that allowed players to split their XP between themselves and a passive pool, that would spill into their main level every few minutes, so they could grind for an hour, then rest for an hour, I wouldn't mind.
So, instead of getting 100xp up-front, you'd get 50xp up-front, and then have to wait for the final 50xp from the passive pool? Maybe I've misunderstood your idea, but I don't see what the point would be.
Here is where you lose me...
"then rest for an hour"
I don't want any of my time in game to be downtime. That is my major issue with these systems. I get on these games to go hard in the paint. When I rest, it's in the real world.
Another issue I have with these systems is the constant need to go to a specific place to get rested XP. In WOW its easy. I got a hearthstone. I hearth back to the INN and log for the night. Not the end of the world, it is WOW 101 everyone does it. The flight points to get back to your quest hub are not that bad.
The issue is that Ashes is not WOW, and it should not be. Ashes has a focus on the open world. There are no flight points or hearthstones and there should not be. If I have to travel back to town at the end of every session to ensure that I get rest XP that is a chore. That means I spend the first and last 5 to 20 minutes of my game traveling to the nearest inn potentially. That adds up.
If I have to spend time doing something in the inn to get XP, that adds up more.
I don't know about you, but I would rather just log out in the action and pick up where I left off.
This is my personal feedback, shared to help the game thrive in its niche.
I mean, it certainly would be a novel system that is sure to attract a certain playerbase. They'd probably suck in combat, but would add to the game in other ways.
It would not add to the game. It would chip away at the games challenges
Note that I am not suggesting a teleportation system, only a tool that allows you to more easily advertise or find advertised groups within a node. This will make taverns a mini-hub and breath life into it past just being a neat place to RP. This also should cut down on the amount of spam that might otherwise go into the trade and local channels (if this is how they plan to do chatting).
U.S. East
Let's think about what the rested exp system is trying to accomplish.
Rested EXP can help people who have day jobs somewhat catch up to people who game for a living, and can actually be a player retention strategy. People are more likely to log back in from a break if they are getting the benefit of coming back to a bunch of rested EXP. Think about how hard it is to game with friends on these MMOs when your friend just plays more than you and after the first night of playing together you are never the same level again. WOW currently solves it with level scaling (which is brilliant for playing with friends), but ashes wont be able to go that route with their open world idea.
Keep in mind that there may be lots of things to do in Ashes that are time sinks but not worth exp. Just travelling around the map, exploring, farming, crafting, caravans, and the like are activities that might not grant exp but are still worth to do.
Maybe rested exp is not the right system, but some sort of soft exp cap per day or per week or something might be better. Something like the difference between a 100 hour per week gamer and a 20 hour per week gamer is like 70% exp rather than 20% exp (or less because some of those hours are just figuring out what to do).
Once you are max level and in the end game then it really just comes down to what end game activities you like to do and the 100hr per week and 20hr per week might be equal in character strength, but the 100hr person just likes to game more because that's what they like to do.