Game Play Concept: Apprenticeship System + Spendable XP
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Re:A-Tab or A-System first for you?
AdeptStrain wrote:
Loche and I have talked quite a bit about a true apprentice system (as recently as last week), but the common end result is always the same: It is a huge task and will take quite a bit of time/resources to do properly. That's not to say we don't want to do it, quite the opposite really, but rather that we simply don't have the time right now to fit in such a large system.
Re:Extra Character Slots, New Species - Character Metamorphosis...
AdeptStrain wrote:
Blixtev and I talked about "spendable XP" a few months back. I think it's a wonderful mechanic. The sad realization is that SWG has no such concept of spendable XP. I'm pretty sure any XP over CL 90 is just tossed away and not actually stored - but I could be wrong. We would have to create a system that puts all excess XP after CL 90 into your XP Bank.
I hope to add the system in the future, but right now we're just too busy with Hoth and everything else.
I don't think new player species will happen any time soon just because the amount of setup that is required to integrate a new player species is HUGE. It's probably a solid month or two long task with everyone working on it. Plus that is one more species we have to take into account when making wearables. I think the art department would kill me if we told them we were adding another odd looking humanoid into the mix.
That said, I'm a big fan of the whole spendable XP thing and I'd love to see it in-game at some point.
Synopsis
Grouping with other players is a fundamental part of an MMORPG, we've all taken part in some form of grouping, I'm sure. There are several issues with grouping in SWG that make that grouping experience significantly less rewarding for the participants than it could be.
There are three significant barriers to grouping with players that are significantly higher or lower level than you.
Low level players grouped with high level players gaining experience on high level MObs are effected by 96% damage reduction on all their attacks.
Low level players grouped with high level players gaining experience on low level MObs receive no or minimal XP.
Combat level 90 players have no use for experience points and therfore have no need to assist others in gaining experience other than being altruistic.
Low level players grouped with high level players gaining experience on high level MObs:

Notice in the combat log that Combat Level 54 Orest can only score glancing blows against the white con nightsister when grouped with CL90 TEELC.
Solution: Base the PvE Glancing Blow chance modifier on highest level player in the group.
Low level players grouped with high level players gaining experience on low level MObs:

It was a tough fight for Orest, but he bested the CL60 Charred Krevol! As he was grouped with the CL90 player TEELC he only got 2XP though. This is because the "group combat level" is set to CL90, and Orest is gaining XP as if he was CL90, not combat level 52.
Solution: Exemplar/Mentoring/Sidekick - "Apprenticeship" System.
How Exemplar (temporarily reducing your level) works in City of Heroes:

How Mentoring (temporarily reducing your level) works in EverQuest II:

How Sidekicking (temporarily increasing your level) works in City of Heroes:
A hero can establish a Sidekick -- a lower level character whom he or she aids and mentors. The sidekick's effective level is then boosted up to 1-3 levels below the mentor (the exact number is based on how much difference in level there is between the mentor and sidekick).
The sidekick's damage, Hit Points, Defence, and Accuracy are all increased to this new level. Enhancements continue to provide the same level of effectiveness. However, the sidekick gets no new powers or abilities due to being sidekicked. The sidekick's earned experience is modified as if they were still fighting foes near their actual level -- which means you can't "powerlevel" via sidekicking.

How it could work in SWG:
Temporarily reducing your level: Once grouped with a player that is lower level than you, you would have an option to become their "Guardian".
Once they consent to this action, the higher level player would receive a statistics debuff relative to the number of levels difference between the apprentice and Guardian. This debuff would reduce health, action and other factors such as damage output, similar to "Cloning Sickness" and the Beast Master damage reduction debuff.
The Apprentice of the Guardian would receive an experience gain buff of around 5% while being an Apprentice to a Guardian and experience gain is calculated as if both players are the same combat level.
Up to seven players can be a Guardian to one apprentice, this would make the group the same level if they all set the same player as an Apprentice and would allow them to participate in content and gain experience together.
Temporarily increasing your level: Once grouped with a player that is lower level than you, you would have an option to take them as your "Apprentice".
This action brings the lower level players level up to match yours for the purposes of grouping. Health, action and damage ouput are increased for the Apprentice and experience gain is calculated as if both players are the same combat level.
If either player comes under attack in PvP combat, be it as a Bounty Hunter mark or otherwise, the Apprenticeship is cancelled and both players return to their original level and statistics.
Combat level 90 players have no use for experience points and therefore have no need to assist lower level players in gaining experience other than being altruistic.
Any and all Experience points gained after combat level 90 are currently lost, there is no record kept of experience gain beyond level 90.
From a personal experience, I remember when the Village of Aurilla was first implemented, my maximum level character at the time went from having no need for experience points to having a use for every quest and experience point that I could accumulate. For me this one again opened up areas of gameplay that had previously been of little interest.
Solution: Spendable XP.
In EverQuest II, any combat or quest experience gained by the character is turned into "Achievement Experience", but this is more like EverQuest II's version of SWG's Expertise System and "Achievement Experience" is earned as a character levels up and then used to buy abilities, here's a bit more info on it:

Achievements
The Achievements system offers a new way for you to improve your characters’ powers while individualizing them at the same time.
Achievement experience is earned in a variety of ways, including:
• Completing quests
• Defeating notorious enemies
• Obtaining rare treasures
• Exploring new places
• Gaining experience after reaching your level cap
Achievement experience can be earned by characters Level 10 and above. Each exploration, notable enemy defeat, or treasure discovery will only count as an achievement once.
Characters that have reached the Level 70 cap will have a portion of their earned experience applied to achievement experience.
As you gain achievement levels, you gain Achievement Points you can spend to acquire new powers and abilities that will set your character apart from the crowd.
For example, Warriors may advance their training with a weapon of their choice, learn new combat abilities, or customize their fighting style. Mages can gain greater control of their arcane abilities, allowing them to adjust how they cast their spells to suit their preference.
Some of the ideas on rewards for spending XP in SWG are as follows:
- 25% Respec Cost Reduction Voucher
- 50% Respec Cost Reduction Voucher
- 75% Respec Cost Reduction Voucher
- Weapon/Armor Augmentation Items
- Trading Card Game Cards
- New Weapon Schematics c
- New Armor Schematics
- New Craftable Schematics (food, structures, space, droids, entertainer items, etc)
- New Speeder Schematics
- Paintings, Holos, other Decorative Items
- New DNA for Beast Masters
- Quest Datapads - Combat (purchased and examined to accept dangerous group quests)
- Quest Datapads - Space (purchased and examined to accept dangerous space missions with great payouts)
Any and all feedback on any of these concepts is appreciated!