I don't think any of these are valid issues.
"If you fuck up yer reinc..."
Simple solution to this one, don't fuck up yer reinc. If ya do, that's
your problem. I don't think you should alter a system of such magnitude
to cater to people who don't know what they are doing. If you don't know
how to reinc, then don't do it. Yeah, people make mistakes, well, by
the very nature of the word, a mistake is a bad thing. So bad things will
happen if you make mistakes. If ya screw up, then you'll learn to do it
better
next time. This is a TOTAL non-issue.
"Furthermore newbies and people who reinc to merchant
or something get totally FUCKED with this system.
Starting with 15k exp is lame. I think yo should start
with like 33% of yer exp or something. I mean, as a
highbie i have plenty of people to drag me for exp,
but if i was some lowbie with few friends i would have
to kill bunnies and shit for weeks b4 i started getting
a good enuff portion of my exp back. And if someone
reincs to merchant, basically getting dragged is the
ONLY way to get yer reinc exp back, other than mip,
which totally destroys the point of reincing to merchant
which is, i assume, other than quests, to make money."
Well, noone's getting fucked anywhere. If you are a lowbie, then you don't
have a whole lot of xp to get back anyway. Starting with 33% xp isn't fixing
anything, and doesn't even address the issues you complain about. You say
starting with 15k xp is lame. Well, if it is the lowbies you're trying to
protect, I imagine 33% of lowbie xp is still lame. The 33% idea only benefits
those in which 33% is a decent chunk of change, midbies and highbies, which
surprisingly is the category you fall into. So who is this idea REALLY
designed to help? Not the poor lowbies. They're lowbies, they're fucked
anyway.
Also, I think it is rather retarded to even imagine a character spending his
entire life as a ranger, then suddenly reincs into a merchant with megs of xp
and can suddenly be just as good as people who have been in the guild a LONG
time. Chest creation skills are a different subject, as they require actual
skill use to increase, but most of the other skills don't. Chest creation
might be only one like
that, I can't remember. I don't see it as a problem that if a life long
ranger goes merchant that he might actually have to spend some time on the
bottom rung of the merchant ladder to be good in the guild.
You say getting dragged is the ONLY way to get the xp back, well, you just a
few sentences earlier mentioned killing bunnies. Well, go get your
bunny-whacking stick and get to work. How would a brand new merchant start?
Go kill some stuff. Skin the corpses to make some more stuff. Blacksmith
that stuff then sell it. Why should starting out in the guild be different
just because you used to be another guild that has nothing to do with
merchanting?