As hit upon in the OOC chat, we'll be getting some clarification on the issue when staff have some more numbers available. Until then, I thought this might interest people - if you haven't done this on your own, it's a good thing to look at for budgeting your next big character.
Inept: 600
Unskilled: 840/1440
Capable: 1400/2840
Competent: 1620/4460
Proficient: 3600/8060
Adept: 5460/13520
Master: 9620/23140
GM: 1000/24140
The numbers on the left represent how much XP you'll spend in that rank grouping (I.E. you'll need to spend 1400 XP total to progress on to competent rank once at capable.). The numbers on the right represent how much XP in total you'll need to spend to get beyond that rank.
This might come in extra handy when staff releases their own numbers.
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Applesauce wrote:
Basically it's now a grind, like farming any MMO endgame currency. That might be the goal, actually. People are probably using think a lot more, and emoting faster, which I think have been stated desires from the imms for a long while.
In every game you're going to have your grinders and twinks, only in it to get the best character. No matter what system, balanced or not, this isn't going to change. Even with the other system we had that. Unfortunately, autowarn now makes it a lot easier, but people will usually find a way to do it no matter what.
This actually leads into my next little bit...
wimple wrote:I've got nothing against rewarding people for giving to the game, but if that's the new shift, then it's not really playing a game anymore. I want to interact with people in the game.
I agree, and what I should have said instead of 'I like the fact that I have to give something to get something' is that I like the fact that I can turn to it as another source of XP. I like being able to describe my characters hometown in a helpfile and getting rewarded for it, and it directly adds to the creation of a story, helps me throw flair into boring scenes, etc.
You do get QP for interacting with people, though perhaps not as much as you should, and perhaps never for the right reasons - but in a system that is based on rewarding people for adding to the story of a story based game I don't see how you can avoid flaws.
More-so defending QPs here as something to be proud of than addressing the issues of balancing, but hey... I haven't been in a scene for like, two weeks? So it's easy for me to say 'I like things how they are' because I've only seen a limited view of the current RPXP model.
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Edit:
Hypothetical, here - Let's say on average a player gets about seven hours of MUD time a week. That's normal, right? Most MUDders I know tend to cram their MUD time into single day events of like three hours straight RPing. Anyways, seven hours a week, and let's say two hours a scene - so roughly three scenes a week. How long do you think it should take this person to GM a skill? A month? Two months? Is this person an active player, or no? Would ten hours a week be 'active', not in code eyes as the current definition is, but in the eyes of other players?
Keep in mind that GMing a skill requires nearly 25,000 exp.