It seems that an 'on/off' setting for exp pool at 300m is a rather dramatic
step, but there is merit to the argument that such a bonus is really more
logical for lower players than higher ones. So, what about a sliding scale
based on totals? For players under 25m, you get double exp, for 25m-50m you
get 90% exp, for 50m-75m you get 80% exp, 75m-100m yields 70%, 100m-125m
yields 60%, 125m-150m yields 50%, and so on until you reach 300m, which yields
nothing.
This sort of gradual decline correlates with what *should* be an increase in
exp-getting potential, and should be corespondingly less signficant. Of
course, the sliding scale could be made to an infinite degree of precision,
since it's a linear progression.
Just my thoughts. Zalcon
I find this whole issue ridiculous. Why punish people who get more totals by
lowering their exp pool? It isn't very rewarding to make more exp just to
figure that you actually gain less exp the more you have. This depends how
much people play of course but I'm sure that the bonus exp have been a major
source of exp for a lot of people as it is.
I understand that newbies might need some boost to exp so they get things
started but this 300m is just nonsense. Even that sliding scale is nonsense in
my opinion. The limit should be really low, like 50m max, so that would
actually help newbies without interfering with the rest of mud.
I'd myself rather see situation without bonus pools, but mob exp tuner shifted
more towards personal tune from general tune, nowadays horrible general tune
can ruin your exping totally even if your personal tune is good. Something
like if you've never killed a mob it'd be at least average exp, and if you
rape it but none else kills it, it'd be min average exp. (Average exp isn't
that great, hardly worth killing. (For those (wizzes perhaps) who might think
that's too rocking.)) Anyway this tune would need some tweaking especially to
the duration how long it takes for personal and general tune to regenerate.