Cap on XP

I have a number of quests which increase with difficulty, and I would like to award more than 200 points for these achievements. XP should not be controlled by a cap.

Using WoW as an example, XP increases as the quests become more challenging.
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  • Because all players are tied into a common system XP and the desire is to make that meaningful, we established a limit. However, we tried to set a broad enough point scale to accommodate most needs. The problem of making it unlimited is that a single quest could eclipse an entire group worth of progress. Groups are free to decide but we do not regulate that, thus we set a limit to prevent XP inflation in the system.

    In your WoW example also, quests are built by blizzard and not open they have been able to equalize and standardize those values

    I would suggest the following based on our research.

    - Use the full range of XP available.
    - Adjust ranks accordingly to show progress.
    - Consider XP aligned with expected minutes of work, ease, deliverable, and other variables (as a guideline) and then increase for difficulty.
    - If something is taking more than 200 minutes, our research tells us it may be too long to be effective for many players in the quest-based environment. Early research show us that shorter is better. Break large activities into more calibrated slices.

    While not the answer you were looking for, I hope that the suggestions are meaningful.
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  • I’m frustrated
    This is certainly not the answer I had hoped for. Basically, you are deciding how I structure my group rather than allow me to have the flexibility.

    I am extremely confident that no other group will use the quests that I am designing unless they are also part of the Civil Air Patrol. Even in such a case, they would have the flexibility to change the XP point system if they so desired.

    I am working on a chain of quests that literally would take four years to complete. They are designed to encourage progression within the Civil Air Patrol cadet advancement system among other quests.

    My quests are "aligned with expected minutes of work, ease, deliverable, and other variables (as a guideline) and then increase for difficulty."

    Throughout this workshop, we are encouraged to provide our players with choice, meaningful choice; however, it seems we are not trusted to make choices for our groups. I find this disappointing.
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  • Tubarks, absolutely, please make choices for your groups. We would just ask that you also understand we are building a larger system where players could cross groups and have those points try to mean something equivalent, perhaps this will work, perhaps it won't, but we would like to try while we have a closed beta.

    We are still in very early stages of this project, and hear your need for a larger point range. Could I ask your patience during closed beta while we try to maintain some consistency in the overall system point values until we better understand what we have on our hands?

    To use a WoW analogy, imagine I'm the quest designer for Booty Bay. And I want my quests to top at 1,000 xp, but the guy building for ICC is capping his at 20 xp. The overall point system stops having meaning. Perhaps we won't have an overall point value in gamelab, it may just be too complicated. But while we are in closed beta, we would ask that you let us try to build a system with some consistency between groups to see how it plays out. If it becomes meaningless, we can always change it in the future. Can you bear with us?
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  • I appreciate that we are in closed beta; however, you are asking us to report problems, and I believe this is a problem. I believe that the 3dgamelab system is running on the assumption that designers are just building for a single class. In my case, this is not true.

    I am trying to build for a the Civil Air Patrol cadet program, in an effort to provide additional stimulus to help the cadets advance through the system. If they complete all achievements in the program and earn the Spaatz award, there is a 99.9% chance of being selected to attend a military academy. Cadets in the program are working independently and not in a cohort as most classes. I have cadets all across the achievement spectrum. In addition, to the leadership and aerospace education instruction they receive, we are also trying to advance them through search and rescue skills, rocketry, flying programs, etc. This will take them typically four to five years to complete.

    In regards for my need to award more XP for different achievements, it simply based on the advancing requirements of the program. A cadet just starting out has less requirements than a cadet at the end of the program. Just as in WoW, the XP in Darkshore is much different than in Shadowmoon Valley.

    I also believe the point system has no meaning across groups. It only has meaning within the group. Points in baseball, are not the same in football, or soccer, or basketball. It is up to the sport to regulate its scoring system.

    I will continue to build in the close beta system. I personally rather not have to revisit work because I did not have the opportunity to get it right the first time.

    While I am presently designing for a group that has less than 60 members, it has the potential to affect 26,000.
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