Options for alternative leveling curves without x3 exp
Posted: Tue Jan 03, 2017 5:18 pm
Mob grinding is the fastest way to level and for those who want to get out of t2-3 as soon as possible this is what they tend to gravitate to, however this is extremely boring and as per first hand evidence from forum users is driving players away. This is an attempt to provide alternative leveling options for when population is low and scenario pops and RvR is quiet.
*this is an issue predominantly for US time zones during the week where populations can drop to 30 players total between the two tiers.
*I am no coder and some of these ideas may not be possible or may take too much work.
Party Quests
Provide gear drops from bags, provides gear from chapter influence. Many have or are being fixed, let´s use this content. Since t2 is from lvl 16+ to level 29, the end of t3. I am only including pqs from there on. Using Razielhell´s Guide there are enough pqs to use across the racial pairings. This would only be for the fully functional pqs.
For Order: MoM and t2 Elf zones and Badlands and t3 Empire zones.
For Destro: t2 Elyrion except no hard pq for lvl 18-19. Beyond the bracket of 22-23 there are only a few scattered pqs in Empire for desto.
The idea
Increase the experience gained from completing stages, based on the respective chapter and level bracket.
For example, exp required on average for level 16 & 17 is a total of 120k exp (wiki exp chart). I propose that hard pqs give 25% of a level, normal pqs give 20% and easy pqs give 15% across all levels up until lvl 30 at which most players head to Ruin pq farming. Assuming three stages; (obviously % are not set in stone and can be adjusted)
Easy pq; Stage 1 = 4k, Stage 2 = 6k and Stage 3 = 10k for a total of 18k.
Possible Issues
This does remove to an extent the exponential leveling curve and replaces it with a linear leveling curve which is not the same as RvR and could lead to complaints. To counter this if possible, you could base the amount of exp received based on population like in RvR. For example, when number of participants exceeds the advised (easy 3, normal 6 & hard 12) it gives reduced exp by 5% per person over the limit. A timer for checking for population active in area is the same system for pq contribution as implemented now.
The Why
This provides a leveling alternative for when the times in the game are quieter. It requires small numbers and utilizes sparsely used content that is being fixed as we go. In my opinion does not impact on the RvR or scenario experience because the influence items, renown, medallions and emblems are still of vital importance to players leveling up.
Quests utilizing the Tome of Knowledge
I have outlined below a number of options to create quests or edit existing tome ok knowledge achievements which could be used to grant volumes of experience as an alternative way to level and a cool player experience.
1) Create a Bounty Hunter/Antique Collector Quest utilizing the Tome of Knowledge unlocks for killing certain named monsters or for collecting items. There are a few scattered across the t2 and t3 zones. Similar to what has been done for the stalker quests. Using the tome unlocks require players to kill a mob and collect an item as proof of the kill. The tome unlock instructions from this guide, https://returnofreckoning.com/forum/vie ... f=8&t=1837 could be used to develop quest instructions.
The respawn timers for such mobs can be adjusted to enable the quest not to be farmed to huge amounts of experience over short periods of time if it is not currently possible to put in a timer on repeatable quest. The volume of experience should vary on tiers if there are enough tome unlocks to do so. It needs to be enough to make a dent in leveling, lvl 16-21 for 50k exp and lvl 22+ for 100k exp. This is because below lvl 22 it is less than 200k (144k-214k) exp to level and plus that is 200k+(214k-483k at lvl30) Numbers can be tweaked for per tome completion or for overall quest.
The way to promote the quests could be by taking a speech bubble from note worthy character in Altdorf and IC in market place and apex, edit it to describe the possible large reward for killing said monsters or obtaining valuable items similar to the way a traveling merchant in times gone by might promote himself, using one of the stales already existing in the zones.
2) Increase the reward for exploration based tome unlocks. Like above this could be created into a quest for “Worldly Travlers!” or just left as increased rewards for unlocks. There could be one per zone. I am not sure on the coding possibilities but if a quest, picking 3 areas per zone.
I prefer the increased rewards because this encourages people to go out and seek the locations throughout the world, something not often done. It is not something that can be farmed for rapid exp. I would advocate to again do percentage leveling if the unlocks can be isolated and rewards edited. Rewards depending on which chapter and zone, I think 25% of a level is not too much of an increase.
*this is an issue predominantly for US time zones during the week where populations can drop to 30 players total between the two tiers.
*I am no coder and some of these ideas may not be possible or may take too much work.
Party Quests
Provide gear drops from bags, provides gear from chapter influence. Many have or are being fixed, let´s use this content. Since t2 is from lvl 16+ to level 29, the end of t3. I am only including pqs from there on. Using Razielhell´s Guide there are enough pqs to use across the racial pairings. This would only be for the fully functional pqs.
For Order: MoM and t2 Elf zones and Badlands and t3 Empire zones.
For Destro: t2 Elyrion except no hard pq for lvl 18-19. Beyond the bracket of 22-23 there are only a few scattered pqs in Empire for desto.
The idea
Increase the experience gained from completing stages, based on the respective chapter and level bracket.
For example, exp required on average for level 16 & 17 is a total of 120k exp (wiki exp chart). I propose that hard pqs give 25% of a level, normal pqs give 20% and easy pqs give 15% across all levels up until lvl 30 at which most players head to Ruin pq farming. Assuming three stages; (obviously % are not set in stone and can be adjusted)
Easy pq; Stage 1 = 4k, Stage 2 = 6k and Stage 3 = 10k for a total of 18k.
Possible Issues
This does remove to an extent the exponential leveling curve and replaces it with a linear leveling curve which is not the same as RvR and could lead to complaints. To counter this if possible, you could base the amount of exp received based on population like in RvR. For example, when number of participants exceeds the advised (easy 3, normal 6 & hard 12) it gives reduced exp by 5% per person over the limit. A timer for checking for population active in area is the same system for pq contribution as implemented now.
The Why
This provides a leveling alternative for when the times in the game are quieter. It requires small numbers and utilizes sparsely used content that is being fixed as we go. In my opinion does not impact on the RvR or scenario experience because the influence items, renown, medallions and emblems are still of vital importance to players leveling up.
Quests utilizing the Tome of Knowledge
I have outlined below a number of options to create quests or edit existing tome ok knowledge achievements which could be used to grant volumes of experience as an alternative way to level and a cool player experience.
1) Create a Bounty Hunter/Antique Collector Quest utilizing the Tome of Knowledge unlocks for killing certain named monsters or for collecting items. There are a few scattered across the t2 and t3 zones. Similar to what has been done for the stalker quests. Using the tome unlocks require players to kill a mob and collect an item as proof of the kill. The tome unlock instructions from this guide, https://returnofreckoning.com/forum/vie ... f=8&t=1837 could be used to develop quest instructions.
The respawn timers for such mobs can be adjusted to enable the quest not to be farmed to huge amounts of experience over short periods of time if it is not currently possible to put in a timer on repeatable quest. The volume of experience should vary on tiers if there are enough tome unlocks to do so. It needs to be enough to make a dent in leveling, lvl 16-21 for 50k exp and lvl 22+ for 100k exp. This is because below lvl 22 it is less than 200k (144k-214k) exp to level and plus that is 200k+(214k-483k at lvl30) Numbers can be tweaked for per tome completion or for overall quest.
The way to promote the quests could be by taking a speech bubble from note worthy character in Altdorf and IC in market place and apex, edit it to describe the possible large reward for killing said monsters or obtaining valuable items similar to the way a traveling merchant in times gone by might promote himself, using one of the stales already existing in the zones.
2) Increase the reward for exploration based tome unlocks. Like above this could be created into a quest for “Worldly Travlers!” or just left as increased rewards for unlocks. There could be one per zone. I am not sure on the coding possibilities but if a quest, picking 3 areas per zone.
I prefer the increased rewards because this encourages people to go out and seek the locations throughout the world, something not often done. It is not something that can be farmed for rapid exp. I would advocate to again do percentage leveling if the unlocks can be isolated and rewards edited. Rewards depending on which chapter and zone, I think 25% of a level is not too much of an increase.