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XP increase
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CyanABX



Joined: 05 Feb 2007
Posts: 168

PostPosted: Sun Oct 18, 2015 12:43 am    Post subject: XP increase Reply with quote

Hi,
What do you think about increasing the XP on the server? I think it would help out new/returning players a lot. There is too much of a grind at the early levels, especially with poor gear. The lower level hurdle is so large, new players will probably give up after a few hours of getting no where.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Sun Oct 18, 2015 2:06 am    Post subject: Reply with quote

I wouldn't be surprised if that was the case. But they would still run into problems for lack of gear. I'm all for helping equip new players off my mule a bit which solves both problems.

Unfortunately some turn down help then split for good. Not always the wisest strategy for an action server.

Arda is not a story based module. The story is reborn anew with each new adventure with your friends on Arda. That's better than running the same old scripted quest over and over.
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thalihammerfist



Joined: 28 Sep 2015
Posts: 38

PostPosted: Sat Oct 24, 2015 1:19 am    Post subject: Reply with quote

Ya you helped me out a bunch and that made it alot more fun to get started from scratch again. But since there is a reincarnation feature maybe raising the xp gained globally would be a good idea.

My main is stuck at level 31 I get owned in mordor and cant seem to survive well with good time investment to gain enouigh xp to level further.

Started a new char with gear I found hoping its abetter build.

Also temple of askai yields 0 xp even at level 5 and the polar bears outside give 150+ xp not sure if this is intended.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Sat Oct 24, 2015 3:04 am    Post subject: Reply with quote

Going to the hardest places to level probably won't always work out. Try out areas north of mordor which are numerous. Plenty of these will get a non-reincarnate to 40th quickly.
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Thorsson



Joined: 13 Aug 2015
Posts: 108

PostPosted: Sat Oct 24, 2015 6:33 pm    Post subject: Reply with quote

I know there is some code in place to give bonus xp for group play incentive. At this point of LoA, perhaps that needs to be reconsidered to give bonus xp to solo players. I believe most of us jump on the chance to party with similar levels with no mind to xp, but anything to assist new players to not get discouraged is a plus.

Arda is huge, there generally excellent leveling places for all levels/builds solo to party, but finding those places can be frustrating in a world this large especially for someone on the first incarnation.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Mon Oct 26, 2015 3:23 am    Post subject: Reply with quote

XP is massively abundant with the module as is. Countless quests and spawns are all over the start areas up to Rivendell. The problem can't be a lack of xp.

It is probably more platform related where popular MMO games will all but walk up to you, give you a quest, things to fight and rewards at the end. With Arda, players have to take most of the initiative themselves and get the ball rolling on their own.

Even still, most new people will end up getting defeated numerous times. That's a lack of providing appropriate equipment early enough for people to survive the challenge. Getting nowhere for hours or days can be a big turn off.

We've all been through it or at least witnessed it and many of us have discussed it at some length. Arda has had this problem since it was launched but that was when the server was usually filled.
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Exavior



Joined: 28 Jan 2007
Posts: 309

PostPosted: Tue Oct 27, 2015 10:12 am    Post subject: Reply with quote

Having been through several sever resets, I know exactly how people feel when they have to start over.

If you've got people to group with it's actually quite easy to get on in arda. But if you're fresh in and there's nobody around you really don't have any clue where to go, and if you stray off the starter areas you get killed pretty quickly.

Perhaps an NPC could be added in which could give advice on what areas are suitable to go to?
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Thu Oct 29, 2015 1:23 am    Post subject: Reply with quote

Quite a bit out of place for a serene Elvish port in Middle Earth like Mithlond would be a help wanted board giving some direction. But it could help solve the problem.
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Exavior



Joined: 28 Jan 2007
Posts: 309

PostPosted: Fri Oct 30, 2015 9:11 am    Post subject: Reply with quote

Well you could always dress him up like Gandalf, except use a different name. Most people who come from NWN would try talking to all the NPCs around so you could put him in the tavern. Wouldn't be too out of place then!
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Fri Oct 30, 2015 1:58 pm    Post subject: Reply with quote

We could call him Cirdan and he could issue quests. Razz
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Exavior



Joined: 28 Jan 2007
Posts: 309

PostPosted: Fri Oct 30, 2015 6:19 pm    Post subject: Reply with quote

Not really looking for quests. More saying, "don't go too far south or you'll get your ass kicked" or "watch out for those badgers, they're nasty!" etc. :p
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Sun Nov 01, 2015 2:10 am    Post subject: Reply with quote

Something like a travel guide then. How about something like that in your inventory when you start a new character? You can refer to it for where to go later and what to avoid for now as you progress.
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Exavior



Joined: 28 Jan 2007
Posts: 309

PostPosted: Sun Nov 01, 2015 9:14 am    Post subject: Reply with quote

travel guide sounds like a good plan Smile
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Thorgal



Joined: 10 Feb 2007
Posts: 706
Location: Switzerland

PostPosted: Sun Nov 01, 2015 11:26 am    Post subject: Reply with quote

there is the striders journal that u get when u create a new char.

maybe we could upgrade it - but most of the critical information for the beginning can be found there.
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illuminus
Vala


Joined: 29 Jan 2007
Posts: 382

PostPosted: Tue Nov 10, 2015 5:52 pm    Post subject: Reply with quote

I noticed in module properties the xp scale had been set to zero. Normally it supposed to be 10%. A quick fix would be to set it there immediately, or better, 12% to make up for the loss. I will have it set to that as well upon uploading an update. Also, the difficulty is set to max which doubles the base damage creatures do. Normally it is supposed to get set to D&D hardore difficulty.
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