Re: XP Reducer
I've been giving this a little more thought again, now that some of my characters who had been at the level cap are gaining experience and leveling again.
While personally I still prefer a mentoring system option, this idea of 'saving' xp and then clicking a Level Now button seems to lots of fans as well. I'm not opposed to that, though it woudn't address my concerns (the person who outlevels their partner/s can't go back once they've gone ahead). But I would argue there need to be constraints on it, and there are other variables no one has taken into account yet.
First, there really do need to be warnings with big letters and confirmations and the like to ensure the person really means to stop their XP gain. Each session, each character. I don't think anyone objects to those.
I also think it's overkill to save XP perpetually until you press a button and it all comes flooding back. It's counter-intuitive that the proponents of the Level Now button solution would want to unleash a lot of levels of XP on themselves at once - you'd miss the challenge of the intervening areas. I'd rather see a cap such that no matter how much XP you would have earned, you could only get a single level when you clicked, and that the absolute max would be somewhere in a 5-level range or so (from where you 'froze' it). That way you preserve a more natural progression, learn to use new skills in the appropriate level range, don't miss out on the next content, don't run yourself out of non-grinding ways to continue to earn XP, lessen how much data has to be saved, etc. I picked 5 levels because that seems to me to be an optimum grouping range for many quests.
Once you have legendary items, you also earn IXP that appears to be based on the XP you earn (or would have earned, if you are at level cap) from the kill/quest/etc. I don't know if it's a constant percentage, or if all XP also results in IXP, though there are items out there meant to enhance it (e.g., Cook's guild teas).
I have not seen a proposal that deals with this aspect. Do you want that IXP frozen too? If not, I could see some balancing issues from relic farming at lower levels. And there would need to be a way for the 'stored' XP not to give IXP when you click your Level Now button (double-dipping FTW). But if you don't freeze it, you will become more powerful despite stopping your own XP gain as your LIs advance...
If you do freeze IXP while XP is frozen, then one could reasonably argue (I would) that it should be received when you click that same button - after all, it was earned. But that would mean instead of remembering a simple number (XP saved) that somehow the system knows how much of that is eligible for IXP and at what rate. I don't see how it could also remember what weapons you had during the interim if you happened to change some out, so I suppose you'd have to apply it to all currently slotted LIs... potentially a ton of IXP that you could manipulate in a way the system wasn't meant for (not that I am sure exactly how, but someone would find some way...).
My point is, there are impacts to systems other than just your XP bar, and it would be useful to think about ways to address those as well.
Just a comment on the 'turn XP into coin' idea - I really don't like it. Too easy for gold farmers to abuse. XP to DP, though, I find intriguing; however, I think there might have to be some way to balance that for PvMP? Not sure, since I don't go to the 'Moors - and since I don't, I already have plenty of DP sitting around
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[COLOR=olive]Lyriell, Elf Guardian of Carpe Jugulum [/COLOR]
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