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#2034 - 06/05/08 07:13 PM
Exp Display Messaging
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Candanuca
stranger
Registered: 04/18/08
Posts: 3
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In regards to the recent change about exp messaging taken away I would like to say a few things.
First I believe it is very newbie friendly and that seems to be the focus of a lot of changes lately such as HMs not being HMs on the who list. The messages give people a great sense of what they are getting for which spells and especially how effective their weapons are in combat. It can be hard to gauge this otherwise.
I also understand that it can be very annoying especially in combat or for doing long terms for the same exp we have memorized anyway.
This is why I would suggest that it become part of setenv and have the default be on so that new players can know how they are gaining exp, and old players can turn it off when they become annoyed with it. As a variable setting it can also be turned on and off allowing people to check for a period of time how much exp they are getting.
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#2038 - 06/05/08 07:42 PM
Re: Exp Display Messaging
[Re: Muod]
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Ganelon
Ganelon
Unregistered
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I would like to have setenv option so one could chose the level of immersion. Since the raw xp numbers are available anyway having the engine display this data instead of programming the client is just the matter of convenience, especially for newer players.
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#2039 - 06/05/08 08:09 PM
Re: Exp Display Messaging
[Re: ]
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Candanuca
stranger
Registered: 04/18/08
Posts: 3
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What I meant in saying that it was hard to gauge exp in combat was more to the effect of what a specific message on a weapon was. Like does combining ice and fire at *2 make a big difference in the exp I'm getting for those crits versus *4. Not just looking at how much my exp went up after a combat round or two. Sure you can gauge in general which weapon is better but not actually figuring out what components of the weapon are being most useful.
And as Ganelon was getting at, if we can just calculate it anyway it's going to ruin the "magic" for the same people that would want it displayed. At least newbies can see what their looking at instead of vague crit messages.
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#2043 - 06/06/08 11:16 AM
Re: Exp Display Messaging
[Re: Siani]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Poll closes immediately before next Immortal Call-In meeting. Results won't be displayed until then. If you select "other" as your choice, please post what you mean by that.
No experience gain messages
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Experience gain messages (default off)
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Experience gain messages (default on)
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Experience gain messages (other)
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#2072 - 06/17/08 07:43 AM
Re: Exp Display Messaging
[Re: Minstrel]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Note has been taken of the general sentiment. No decision has been made as to how to implement this yet, but one will be made soon.
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#2082 - 06/26/08 11:10 AM
Re: Exp Display Messaging
[Re: Cerberus]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Enabling xp messages will be available in the near future. This is a non-binding vote to determine whether or not xp messages are interesting enough to be a draw for in-character interactions. To explain further I will use an example:
"Fyyam the Drow-elf Chaotic-Lord would like to know how much experience she is earning. Following clues written in a dusty tome in her guild hall she discovers a secret entrance into a temple of demons in Kuril. Learning from her guildmaster the name of a particular demon advisor she makes a deal to have that demon inform her of her progress toward greatness every time she learns something."
This vote assumes that you would want to see XP messages somehow, so if you don't want them to be available to anyone ever please don't bother to vote. If you do want them to be available and decide to vote "No", please spend the time to put at least a little blurb about why you would not spend the time to do this or dislike the idea.
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#2085 - 06/27/08 11:53 PM
Re: Exp Display Messaging
[Re: Kim]
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carmy
member
  
Registered: 10/14/07
Posts: 164
Loc: South Korea
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Kim, it's not about people being stupid or not stupid. This information is available regardless of how stupid you are. You never needed these exp messages for weapon building, and it's not like it's been in that long, there have been massive changes since it's put in etc, that would merit that statement.
This is a matter of style, and it's a question of whether people want easy access to this information or not.
That having been said, I don't feel anything IC enabling this is a good idea. I never viewed exp as an IC number, so having my GM say "If you wanna know how much exp you're getting go talk to this guy." in any way you want to phrase it, seems kind of funky to me. That's why I voted no.
I don't particularly care if the messages are there, but I think if people want them, they were put in at one point, and they aren't hurting anything, then why not have them available if people want?
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#2110 - 07/29/08 10:50 AM
Re: Exp Display Messaging
[Re: Siani]
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Cerberus
addict
 
Registered: 11/28/07
Posts: 608
Loc: Arlee, MT, USA
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Any interest in this if it were to announce after a certain amount of xp gain in a particular type? So for instance, you could see "You have gained 10,000 combat experience." after using weapon A for 15 rounds, and the same message while using weapon B for 20 rounds - you'd note that weapon A was better (or at least, performed better over those rounds) but would still be restricted from seeing exact xp gain per hit/crit/etc.
The same being true for runes/spells. So 10 progress reports for inscribe rune A and 8 for inscribe rune B would show you that inscribe rune B was better for xp. How about if this were settable as a percentage of remaining xp to level? Settable at static amounts in increments of 5000/50000/500000/5000000/etc?
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