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Author Topic: (QOTW 11242008) Diving in Deep With Experience Pools  (Read 7818 times)
Moll
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« on: November 24, 2008, 11:08:42 PM »

Hello!

(We apologize for the delayed QOTW, as there were some email issues involved on my end. Sorry about that.) This week, we're going to go in depth with a current hot topic, the "three pools of experience".


Today, our community asked, "Can you elaborate on the "three pools of XP", as noted in a recent interview and discussed by this post?"

Let's see what our developers had to say...

Experience? We got it, in fact, all three types of experience. But in case you find that boast confusing at best, we have to tell you more about how your character will advance in Earthrise.
 
Three types of experience will be available in Earthrise, allowing your Enterran alter-ego to advance through combat, crafting and social activities without enforcing a single, authoritative way of developing your character whether you like it or not. As you shoot and hack your way through the denizens of the dangerous island, you will accumulate combat experience used to unlock skills with combat abilities and tactics that enhance their abilities, as well as passive trainings that strengthen your character. If you stay away from combat, your character can develop through crafting, extracting elements from debris and mutant tissue, constructing various items, designing new enhancements for your items and even repairing items on the go. The final pool of experience, last but not least important, is the social experience that players will acquire through offline gameplay and will invest it in new more influential and better paying jobs as your characters climb the corporate ladder. Each experience pool will be separate from the others, allowing a character to specialize in one of the three forementioned areas depending on their actions in the game. While your character could ultimately develop in all areas and no artifical limitations will be set, your only boundary will be time - as developing your character as a jack-of-all-trades will be very time consuming - and your own goals you've set for yourself and your character.

Enjoy!
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Okkio
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« Reply #1 on: November 25, 2008, 03:31:27 AM »

Love it.
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« Reply #2 on: November 25, 2008, 03:40:54 AM »

So social XP and its progression is strictly limited to off-line?

Will crafting XP cover possible ingame social skills? I'm thinking of what would be ER's anologues to EVE's marketing and corporate leadership skills and others along that vien.
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postman
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« Reply #3 on: November 25, 2008, 03:58:39 AM »

very neat, thanks.

i curious as to what happens when you hit the end of your social xp pool, also how long it would take....its basically a built in veteran reward system for the long time players that increase the amount of money made off line the longer you play the game..


very cool
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« Reply #4 on: November 25, 2008, 04:23:57 AM »

Good news Im happy with this QOTW Smiley
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« Reply #5 on: November 25, 2008, 04:40:04 AM »

I'm curious about social XP as well.  It seems that the time investment must balance out between the 3 XP pools so that a player concentrating on greatly improving one field, is not able to concurrently improve another at a similar rate.  Combat and crafting are easier to balance because they require in-game activity, but social is a bit different.

So suppose the casual gamer plays 10-15 hours per week while the power game plays 25-30 hours per week.  If social XP is given as a straight applied "X off-line time = X Exp" then there may not be a big difference between players in the long run.  Over a years worth of play, the 30hr/wk power gamer would just have to stop playing for 1 month and then they'll be at the same social level as a 15hr/wk casual gamer.  But the casual gamer will have to play for another year to match the same combat level as the power gamer.

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Viptir
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« Reply #6 on: November 25, 2008, 04:57:11 AM »

So whomever spends the most time OFFLINE makes the social A-list and has the best job? Uh...
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« Reply #7 on: November 25, 2008, 05:01:09 AM »

So whomever spends the most time OFFLINE makes the social A-list and has the best job? Uh...
Yup, makes sense.

Think of it as a kind of "rested" xp in an attempt to keep people with real lives, viable.
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postman
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« Reply #8 on: November 25, 2008, 06:34:51 AM »

Yup, makes sense.

Think of it as a kind of "rested" xp in an attempt to keep people with real lives, viable.

real lives? is this an xp pool also? i'm confused please explain this thing to me....
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« Reply #9 on: November 25, 2008, 06:37:29 AM »

I like it.

Seems they have thought up a way to reward all kinds of play...even when you aren't playing.
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« Reply #10 on: November 25, 2008, 06:58:15 AM »

real lives? is this an xp pool also? i'm confused please explain this thing to me....

Yes, the more time you are logged out the more offline income and social XP one earns.  This social XP is used to increase the "job level" for the player so they can earn even more money while offline.

What we don't know is whether or not this offline "job level" influences any other game mechanics.  We also don't know what this passive rate of income is like compared to actively earning income while playing the game.

That aside, I really, really wished more would have been said about the uses of social XP beyond just increasing the offline earning power of a player.  I really hope there is more to social XP than just that.
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« Reply #11 on: November 25, 2008, 07:02:58 AM »

Quote from: Viptir
So whomever spends the most time OFFLINE makes the social A-list and has the best job? Uh...
I'm looking forward to cashing in some of that social influence to land a job in the faction hierarchy, maybe "Chief Assistant Dogcatcher." Smiley

My real question is: will the benefits of offline advancement affect other game players at all, or just result in more $$ in your bank account? Note, I'm not keen on it having much real impact, but it might give some RPs something to jockey for.
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« Reply #12 on: November 25, 2008, 04:18:41 PM »

Thanks for hte question of the week!


Well, I don't really know what to say. I mean, I like the game mechanic and it is clear to me, so no questions either..

So... uhm.. keep up the good work? Cheesy
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Viptir
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« Reply #13 on: November 25, 2008, 11:51:58 PM »

Hrm...

From the wee bit of information given about the social xp, directly linked to offline time, it makes me wonder why they even mentioned this as a "third" pool. Rather insulting, to be honest. Creating this third pool of xp seems useless when they could just advance the "social ladder" offline via another mechanic. Why not just say two xp pools - crafting and combat; and that Offline Advancement will offer options upon logging in based on your time logged out.

Sorry, but "Social xp" should be entertaining, hanging out at bars, talking with the funny bag lady with all the cats, et cetera... This just seems like a cheap gimmick from the limited info we have. Hope I'm wrong, but it's not looking good.
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« Reply #14 on: November 26, 2008, 03:27:14 AM »

Sorry, but "Social xp" should be entertaining, hanging out at bars, talking with the funny bag lady with all the cats, et cetera...
I do agree with you, when I first heard social xp, I thought it was refering to what was SWG's entertainment (pre-NGE naturally).

Like others pointed, it is more a veteran xp than anything else... until we know more about it : especially the parts of online tools and interface.
Anyway it is strange that we'll have to be "out of the game" to be social. Sad
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