Experience gain in PvE: Questing vs. Grinding

Post » Tue Mar 04, 2014 5:48 am

I know there are hundreds of topics about how people should play until Cyrodiil to get a better idea of what the game really is about but I thought I'd share my thoughts regarding one thing: Experience gain in PvE.

People who have played other online rpgs before know that the integration of quests is something rather limited and offer few options only (like kill "x" enemies, bring this back, talk to that guy, etc).

I thought, despite most quests being broken (its beta, so no whining), that the system was rather well polished and the quests varied; people who like to follow the story should have a pleasant experience.

The dialogs are a nice touch and I personally never get tired of them (The voice cast is great!).

That being said, I felt that the game never gave me any real choice when it came down to "how" I wanted to play the game and got me doing quest after quest in order to progress.

I understand that there are dungeons and Cyrodiil and plenty of ways to get entertained after level 10 but the problem was that I never reached level 10. I'm not a total noob and what really prevented me from reaching level ten was that I couldn't complete quests and move forward. I am sure that this will be fixed upon release, and this isn't what bothers me.

I understand that a lot of people who want to play this game are big fans of TES series and expect a multi-player experience of TES rather than a MMO in itself. I'm sure a lot of those players enjoy doing quests and following the story. However, there are people who hate any kind of PvE. I myself am not a big fan of questing and found the low level experience to be extremely linear as you are lead from one quest to another as a lot of optional quests' NPCs can be found along the way of the main storyline quests. I don't mind doing a few quests here and then but I don't want to feel like the only thing I can do to progress is this. Why can't I just go wherever I want, even if the land is "divided" into areas of different levels, and just grind?

I tried to talk about this with other players during beta and all I got in return was "If you like grinding, go play a Korean MMORPG!".

Zenimax is trying to give people freedom of game-play with their class system, and claim that you may explore and play the way you want, but in fact you can't.

I have tried killing mobs for about an hour and the amount of XP you get from them is ridiculous compared to quest reward XP. I don't want to grind for hours, but I don't want to do quests for hours either.

I know, I know, low level content is only a glimpse of what the game has to offer... but still... I feel that the XP gain from enemies could be raised to give people the option to kill stuff instead of questing if they liked.

Some people have mentioned that the intended low XP from mobs is to push people to play together in dungeons or Cyrodiil. This isn't really applicable from lv1-10 though. Is there a particular reason why this has been designed like this? Maybe it is a way to limit RMT? I'm sure it gets better after level 10 but I'm still curious to see what people think about this.

Did you find that XP from mobs could be raised or did you think the quest system was fine overall to reach level 10?

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Quick Draw
 
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Post » Mon Mar 03, 2014 8:59 pm


I lol'd.

9 - 10 was a bit slow; 1 - 9 was perfect. That being said I wouldn't mind a slight amount more XP from mobs. If I am level X and 90% being able to grind a few mobs to tip it over the top (so I can do activity X: PvP, Dungeon X, etc.) would be nice. Using quests for the majority of the level is fine.
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anna ley
 
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Post » Tue Mar 04, 2014 12:29 am

There needs to be more filler quests picked up from the road and in towns (fast and easy little quests that don't require needing to kill an epic boss at the end) so we don't feel we need to explore every single spot on the map to find every single quest in existence to make our level. I don't want to have to do every quest and worry I might've missed a spot and will now be underleveled or frantically run about trying to find the spot I just missed.

I also wouldn't say no to more xp from killing mobs.

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stevie trent
 
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Post » Mon Mar 03, 2014 5:59 pm

My only real thought on this while I was playing was how refreshing it was playing Morrowind, Oblivion and Skyrim not having leveling ties to completing endless mind numbing quests for lazy npcs. What possessed them to change this basic feature of past elder scrolls games I don't know.. Actually I'm pretty sure its the same thing that drove every other decision in the game, they wanted to make a standard MMO and in standard MMOs (at least since WoW) xp gain and levelling has come primarily from completing fetch, kill or goto quests in vast numbers.

So yeah, if it had been me I would of stuck with gain skill points by using skills and worked out solutions to the various problems them might present. After a few hours I was skipping through the quest dialog because it was simple eating up to much time with the number of quests I had to complete to get anywhere. I dare say I completed more quests in ESO this weekend than I have EVER in Skyrim.

Quests are good to help guide you through stories and to give you some structured goals, but they work best when they are longer and more complex goals which you complete as you make your own way around the world filling in time by exploring this dungeon or clearing out that troublesome bandit camp.

But ESO isn't that sort of game, its a themepark and I really should stop harping on about it because its done now.

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Rhi Edwards
 
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Post » Tue Mar 04, 2014 2:10 am

Personally I think the XP was slightly (SLIGHTLY) fast. A couple of betas back they seemed to have it perfect but too many people complained and now we have slightly faster XP. For people who want faster XP I ask: WHY? Are you in a rush to go somewhere? The point of an MMO is to enjoy the moment. Slightly slower XP allows you to do this and not rush off to the "next area" without fully appreciating where you are and what you might be missing.

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Klaire
 
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Post » Mon Mar 03, 2014 11:49 pm

I did struggle to get to 10 as i missed Xperia from blocked quest lines and plain not being good enough to do some stuff on level. But the solution for me was to go get better. Once in cyrodiil levelling gets a boost and your build gets a boost. I just hope people give Cyrodiil a try. I am not a PvP type but the variety of experiences here have converted me.
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liz barnes
 
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Post » Mon Mar 03, 2014 6:29 pm

you can do that, after I finished the content at level 17 I spent a while grinding mobs to get to 20, then again this beta with repeatables and daedra in cyrodiil from 20-26. took a while, and longer each time, but do-able. got about 150xp for each daedra, and my to go up a level it took from 25000-40000 at those levels, only getting higher.

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Laura Samson
 
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Post » Tue Mar 04, 2014 12:02 am

My point isn't that we should get more XP to progress faster. I don't care to progress fast or slow generally speaking.

What I'm saying is that killing mobs is absolutely not rewarding for people who don't like quests and the only way to really progress is to do quests.

To give you an example, I got about three times more XP doing a quest at lv7 than killing mobs for a whole hour.

For example, I might feel like listening to the story and following quests for an hour, getting 4/5 of my XP bar filled, and then have the freedom to off mobs for 10 minutes until I level up.

Probably won't be a problem after level 10 as I will be doing PvP most of the time but I feel like having more XP from mobs couldn't hurt and give people more freedom.

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john palmer
 
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Post » Tue Mar 04, 2014 5:04 am

I agree, grinding should be a valid choice vs doing quests. I don't want to do every quest with each character, I want to save some content for alts. Because the quests don't provide a good group experience, I also want the option of grinding as a way to spend time in game with my friends.

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Natalie J Webster
 
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Post » Mon Mar 03, 2014 11:27 pm

I didn't grind mobs, I didn't see the need to......(of course, if I concentrated on Leatherworking I might have, but I didn't).

The Quest XP seemed right & I enjoyed having to explore to find the quests. It added to the sense of progression and story for me by opening up the map/ story events.

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Nienna garcia
 
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Post » Tue Mar 04, 2014 8:01 am

I know people who largely ignored the quests, in favor of grinding mobs to level. They actually leveled faster than the people who were trying to complete every quest. I don't know how they didn't claw out their own eyeballs from boredom, but I guess that qualifies as entertaining gameplay to some. The point is, if anything that way of leveling was actually faster than trying to complete every quest.

I really don't think mobs need to grant more experience than they already do. The leveling in this game is paced very well (much slower than most MMOs) and I wouldn't want an increase in the exp gained from mobs, themselves, to throw that out of whack. The bottom line is, this is a story driven MMO. Mobs yield experience, meaning you can grind to level if you really want to, but the focus of PvE is questing. That's a perfectly valid design decision; and actually, a slower leveling system revolving around experience gained from quest objectives rather than experience gained from combat is something many players have been asking for for years, as it opens up the questing system to include a greater variety of non-combat quests that focus more on plot development.

-Travail.

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Angelina Mayo
 
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Post » Tue Mar 04, 2014 9:46 am

I think mob XP should be increased. I found myself often sitting just below leveling up and the only possible way to level was to go quest more cause the 800xp I needed would have meant 20+ mob kills to grind it out and mobs aren't always plentiful in the areas. Even if it was increased slightly (1xp or 2xp per), it'd make a difference in the long run.

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*Chloe*
 
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Post » Tue Mar 04, 2014 7:35 am

Grind is subjective, myself I'll be "farming" mobs, to get a few items for crafting or if they drop unique item, will I just kill them for exp na
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jessica robson
 
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Post » Tue Mar 04, 2014 10:03 am

I have done it already an AD level 8 public dungeon has an unusual high number of drops, including a blue dagger.

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Eric Hayes
 
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Post » Mon Mar 03, 2014 9:50 pm

Increase mob xp and decrease quests. It isn't our fault that they wasted time on single player quests in an MMO.

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I’m my own
 
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Post » Tue Mar 04, 2014 3:15 am

Increased experience from killing enemies would be very welcome. It helps to justify free exploration instead of just following the railroad of quests in the most efficient way possible.

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Ron
 
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