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Reader Comments (Page 1 of 1)
3-16-2012 @ 8:46PM
razion said...
Imagine nowadays if you were deciding to level a character to 85 before Mists is released. However, imagine there's a throttle of experience you can get in a day or week. This imaginary throttle was put in place so people didn't, say, stomp through the zones to get geared quickly and start raiding immediately at the start of the expansion, so that people would have time to enjoy the new quests and zones and dungeons as intended at a regular pace. The situation is comparable to what guilds are going through now. The purpose of guild level throttling makes sense at the start of the expansion, but doesn't make sense when that initial rush is over. It impedes those who are then trying to catch up during current content and those who are trying to get ready for the next batch of content.
I would agree--daily/weekly guild experience limits need to be done away with. At least in their current form.
It would make much more sense if you wanted to throttle something and make it accessible later in an expansion to make it an *overall cap* that goes up weekly. This way, the cap rises weekly, but anyone during any given week can get up to that same cap and point, and can then advance like everyone else.
The reason weekly and daily caps don't tend to work is because those who are ahead of the herd can *stay* ahead, provided they keep capping during every week. There isn't a way for people to catch up. In order to give people a way to catch up but still provide a throttle, you have to provide the throttle as a maximum, instead of an incremental.
We this sort of system *somewhat* implemented already with PvP weapons--there's a season total of conquest calculated before you can get your weapon. If such a total calculation was applied to, say, things like conquest and valor as well as guild experience, we would see a lot of positive influence in the game. PvP particularly (and PvE to an extent) would be more balanced because everyone could get closer to the same gear level without all these huge gear gap disparities across new or returning players who didn't start at the beginning of an expansion or who decided to roll an alt or have to manage many characters but don't have time for all of them. Being able to cap a character to the top whenever you want to would open up a lot of freedom. You can take a week off the game without stress because you can just do double in the following week and catch up.
An overall cap to replace daily/weekly caps seem like an ideal solution. That's what I think, anyway. Maybe there would be repercussions for such a system, but at this point I really can't see any, but I'd love to hear from the rest of you.
Reply
3-17-2012 @ 5:08AM
Helston said...
Razion, you are a genius.
3-17-2012 @ 6:26PM
Shrikesnest said...
It sounds like a great idea to me. Maybe make it so that you could expand your cap to, at most, four weeks' worth of work at once, to avoid certain ludicrous edge cases. But in general, I'm in favor of anything that makes the treadmill less brutal for people who like to play the game in manageable chunks and put their other concerns first.