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am i the only one who thinks the double xp weekend was a bad idea?

STAR WARS: The Old Republic > English > General Discussion
am i the only one who thinks the double xp weekend was a bad idea?

CosmicKat's Avatar


CosmicKat
04.08.2013 , 03:25 PM | #91
Quote: Originally Posted by Astygia View Post
Without double xp, it's actually pretty well balanced unless you literally do everything and then go off the beaten path killing extra things for more exp. As a sub I did the majority of every planets' quests my first time through (I did not do most heroic 2/4s and only did BT like once & that was my only FP all the way up), & I never outlevelled the game. As a newb, you're not going to overlevel the entire game, probably won't even with 2xp. As a veteran, if you really need to 'experience' Dromund Kaas every single time, hey go for it, but let's not pretend you're missing out if things go gray because you know the game now & it's a double exp weekend.

Doesn't matter though. With or without 2xp, once again you are not forced to skip a thing unless you just get bored and move on. If you automatically feel that gray = go away, that's on you.



I can never understand the whiners that only find reasons to complain. Show me an MMO similar to TOR (be it WoW, Rift, whatever) where each and every zone is perfectly balanced so that you will be exactly level x by the time you leave, without exception? (Hint: there isn't one worthy of mention, because if there is it's most likely incredibly boring).

Also, the class quests are the story, and nobody suggested skipping those - quite the opposite, skip the sidequests, and again only do that if you're that sensitive about doing a green/gray quest.

Do you not read posts before responding.... or think before opening mouth
If you had bothered to read my posts on the topic before opening your mouth you would realize that I said overlevelling because of 2x is no biggie for veterans who have done the same quests over and over. Expecting new players to skip entire planets is just not a good idea.

TOR is unique, among MMO's I have played by being a blatantly linear game. No other MMO would have this issue because in all other MMO's they are designed as open worlds to be explored and experienced at your pace and based on your decisions, not on a pre-determined script that follows a railroad track. Double xps in EQ (or UO, CoH, Vanguard, DaoC, etc) would just mean you spend half as long in dungeon A before you decide it's time to move to dungeon B, C, D, or E. In TOR it means you are getting ahead of the train that the game design forces you to ride from point A1 to point A2.

CosmicKat's Avatar


CosmicKat
04.08.2013 , 03:35 PM | #92
Quote: Originally Posted by SleepyKing View Post
Exactly

Bonus grinding is necessary with regular XP, because if you don't do them you will come up short on levels - they're such a big part of the XP you earn, both from the quest rewards and XP for killing stuff. But with double XP you can skip right past them and get to the fun stuff. I found that just by skipping those I stayed more or less on track with XP, never getting overlevelled for a planet.
Exactly... too.

And the "side" quests, otherwise known as 90% of each planet's content, are integral to the story, well done, interesting, and the only feature of TOR that sets it apart from other MMO's.

They story (class and otherwise) are the best feature of the game. They are the game's only distinguishing feature. Apparently though, the best feature of the game becomes completely disposable when disposing of it is the only way to blow the Bioware trumpets.

Midgen's Avatar


Midgen
04.08.2013 , 03:40 PM | #93
i think it should be a Legacy Unlock to enable accelerated experience.

It should be a buff that can be enabled/disabled as needed.

I understand why they did it, but I don't think it should be something newer players have access to. It should be something you earn via your legacy.

Once you've done a class story, any future legacy toons doing that class story should have the ability to level faster, but ONLY if they want to...

CosmicKat's Avatar


CosmicKat
04.08.2013 , 03:48 PM | #94
Quote: Originally Posted by Midgen View Post
i think it should be a Legacy Unlock to enable accelerated experience.

It should be a buff that can be enabled/disabled as needed.

I understand why they did it, but I don't think it should be something newer players have access to. It should be something you earn via your legacy.

Once you've done a class story, any future legacy toons doing that class story should have the ability to level faster, but ONLY if they want to...
That's a perfectly reasonable and logical alternative.

Ayakin_Solaris's Avatar


Ayakin_Solaris
04.08.2013 , 04:33 PM | #95
Quote: Originally Posted by Midgen View Post
i think it should be a Legacy Unlock to enable accelerated experience.

It should be a buff that can be enabled/disabled as needed.

I understand why they did it, but I don't think it should be something newer players have access to. It should be something you earn via your legacy.

Once you've done a class story, any future legacy toons doing that class story should have the ability to level faster, but ONLY if they want to...
There are already Legacy unlocks to earn experience at a faster rate . . .

Cavegeta's Avatar


Cavegeta
04.08.2013 , 04:44 PM | #96
I like the the Legacy Level unlock option that's been mentioned here and in other threads, however, I don't think it should be a lvl 50 unlock. I think it should be a gradual increase for all xp gained that would stack with whatever other unlocks you've acquired. I don't recall what legacy you have to have at the moment to get the top level for class stories, exploration, or fps, but you could unlock an all xp of like 50% (that would stack with the others) at say 25, 75% at 30, 100% at 35 and so on until there was a cap in place.

That would be the basic idea anyway. I don't think I would extend it to legacy xp though as the last several weekends have because I think Legacy should have something in place to keep it relevant, and boosting it would defeat this purpose by making it cheap. I also don't pvp at all, so have no idea how that would affect their system, so maybe it would be better to come up with something different for that.

As to the numbers of players that don't know how to play their class or general game ettiquette, this was already true before the double xp and I wouldn't expect it to change. I think tying the whole thing to legacy would fix a lot the "power-leveled to 50" problem here.

Anyway, that's my two cents just thinking of what I'd like to see off the cuff. I'm sure there are flaws in it and I'm sure they'll be pointed out.

MidichIorian's Avatar


MidichIorian
04.08.2013 , 04:46 PM | #97
Since I havent really taken advantage of it, I just can't get myself to suffer through the same stories again. I'd say that it was a bad idea. It completely ruined warzones.

I actually had a guy with 10.2K HP in a 50 match. I had more HP than that as a level 40. That's an extreme though but 4 people with 15K HP isnt.

somersetcace's Avatar


somersetcace
04.08.2013 , 04:57 PM | #98
Quote: Originally Posted by Psychochilla View Post
i started playing again after almost a year and started a new empire warrior...
the thing is that i just arrived on balmorra (which is for lvl 15 minimum) being level 23...
which means that the quests are no challenge at all and i'll have to rush through to continue on nar shaddaa
next time you do a double xp weekend give me an option to switch it off please
No, I think the point was to help people get to 50 so they could jump right into the new expansion. Of course many of us already have several toons there already, but what *I* did was skip the side missions. I pretty much did the class story and the main planet mission line and left the rest. It made gearing a bit of a challenge, but at 50 you get all new gear anyway.

I got a sentinel to 50 and left every mission on Correlia doing it besides the class missions. So when the new expansion starts, I can always go back and finish those for XP as a bit of a head start. I hope anyway.

Delta_V's Avatar


Delta_V
04.08.2013 , 05:26 PM | #99
I don't think the double xp was a bad thing at all. For people who have multiple alts, running the same planetary missions over and over can get tedious. The double xp basically let these players focus on the parts of the game they enjoyed the most.

However, I do think it was a bad idea to not let us turn it off. Take myself for instance, I only hit 50 with my Sentinel a few weeks ago, and I've only got one other alt - an Agent that I'm still leveling up. Since the Agent is my first Imperial character, I haven't done any of the planetary missions yet, so I kind of wanted to go through all of them at least once. However, with the double xp, I found myself skipping missions because I was already overleveled and chronically short of cash. Hell, I had to log on to my Sentinel and buy a speeder off the GTN because there was no way my Agent was going to afford one at level 15. It would have been nice to be able to turn off the double xp and enjoy the game at the pace I wanted to, rather than be forced to fly through the content because I was leveling up so fast.

And to those who say you can still play grey missions - yes, you might be playing for the story, but it is still a game, and as such, there is still a certain degree of difficulty expected. Going around one-shotting every mob in sight while not taking any damage is boring as hell.

I don't get why some people are so opposed to letting others enjoy the game the way they want to, as long as it doesn't affect them in any way. I'd go so far as to say there should be a toggle for ALL xp. If someone finds they are getting near the upper level for a planet, let them turn their xp gains off if they want to, so they can enjoy as many of the missions they want without it becoming stupidly, trivially easy. It's not like the OPTION to do that would hurt anyone else.

Ayradyss's Avatar


Ayradyss
04.08.2013 , 05:56 PM | #100
Well, I certainly wouldn't say I think Double XP weekends are bad ideas. On the contrary, since all the 'side-quests' are the same for every character in a faction, regardless of class choice, I think it's a great idea. After you've played through them a few times, it's nice to be able to just play the more class-specific story lines and skip over a good deal of the generic filler you've already done over and over.

That said, I have no problem with the idea of making the boost optional. Options are generally always good, and if it could be put in, everyone could be happy. Heck, even an option to completely toggle XP gain might be desirable for some.