Shoelid wrote: » The biggest downside to removing the XP bar is that watching it go up feels good. Seeing the big jump in progress after a difficult quest has always been the most satisfying part for me. Basically, the core of the RPG genre is that "number goes up" feels good, and the XP bar is one of those numbers.
insomnia wrote: » I don't like the idea of not having the xp information, about how much i get from x thing. If i grinded something, i would like to know how much i would need to progress. Take crafting f.x. I would like to know how many of x item i would need to level. I don't grind mobs to level. But there are people that does it. You would want to know if it was worth your time and/or how many you would need to kill
pyreal wrote: » I feel this notion falls into the same category as 'please remove classes', which has led to McClassless crap MMOs where every 'non-class' special snowflake character does everything. It follows a siren song of 'limitless freedom and personal expression' but falls to shallow gameplay and dumbed down yet polished tropes. Some think by removing supposed "restrictions" you are guaranteed a better experience, well you're not. Finding the way forward within limits is what makes one stretch the imagination and allows you to find pleasure in excellence, a job well done, trials be damned. I know from experience that sometimes your satisfaction from a play session is not playing so much as feeling you've moved forward in the game. Your character has progressed, grown slightly more powerful, and that slight power boost is going to move you closer to exploring the world more, kicking that mob's ass that wrecked you on the way to the other town, and so forth. MMOs are like a classic Hero quest story. From weak to strong, with all the trials in between. The XP bar is a definitive marker of your progression towards Hero. Leave my XP bar alone! I appreciate Steven's new ideals, such as nodes. I feel they will foster player ownership of the game and foster longterm players. But the primary reason I am here is because AoC is at heart a CLASSIC MMORPG! Lets drop classes and be freeflowing and kool Lets drop mobs because swords aren't constructive Lets drop xp bar because.... "less likely to be bogged down with optimizing" What does THAT mean? 'bogged down' by developing my character?! This is an RPG, THAT ITS PURPOSE!
Happymeal2415 wrote: » I like the idea of no xp bar. I'd extend that to health bars as well. I enjoyed in lost ark having no indication of where the boss was at until we died or the boss did.
neuroguy wrote: » I think how AoC plans to have good content for all levels and not emphasize 'end game' is great but how counter-intuitive that is for MMOs at this point. I think most players will naturally struggle with this and their daily login goal will be to accrue as much xp as possible before logging out. I think one way to resolve this would be to just remove the xp bar. When you don't know the numerical values of xp gain from mobs, crafting, quests, dungeons etc you are less likely to be bogged down with optimizing and can focus on what you like without FOMO. Quest completion could provide some audio+visual feedback that could scale with the amount of xp you earn to make you feel the weight of a particularly important and rewarding quest. Otherwise, when fighting mobs for a quest or grinding, you gauge based on how difficult or easy it is if this is giving you good or mediocre xp for your level. On the flip side, I actually was struggling to come up with reasons why removing the xp bar would be bad/detrimental to play. The only real reason I came up with (outside of being annoyed it isn't there if you expected it) is if you had to plan your level up with visiting some NPC for gaining your new skills (I don't even know if this is the case). Without fast travel, I'd be annoyed if I was a hair away from leveling without knowing it just to travel super far from the NPC I was right beside that would give me my new skills/augments. This can have easy solutions though, like if you visit your class trainer NPC (if there is such a thing) and talking to them would give you some idea 'you are still quite a ways away' (<50%) vs 'you're halfway there!' (~50%) vs 'you are close' (~25%) vs 'just a bit more' (<10%). I wonder what other people think, would this enhance gameplay with AoC's goals in mind? Would it be annoying?
Undead Canuck wrote: » I have always wanted to have the system just show the percentages, never numerical amounts. I don't need to see that I got 123 XP for taking out mob A and 219 XP for mob B. Why not 1% (rounded for display) for mob A and 2% (rounded for display) for mob B? That way the XP bar works just like it looks. This way, changes to the back end would not affect players as they are just used to seeing percentages. Plus it might help prevent min/maxing since you cannot see the values.
RevengeRoman wrote: » This discussion should be less of the extreme "Let's completely remove this." And more of "Let's make sure ideas are present for the devs that allow for flexibility in the UI with regards to the XP bar."
RevengeRoman wrote: » hence the journal idea.