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Experience gain for questing and why it is a design flaw.
The Pub at MMORPG.COM « General Discussion
2/26/09 8:16:31 PM
Originally posted by Torik
However, grinding mobs for XP does not change the world either so by that standard is just a big waste of time as well.
I always considered the 'grind mobs for XP' model to be a big design flaw in MMORPGs. It is really just a placeholder in places where the devs did not have the resources to put real content.
Frankly I would just get rid of XP altogether and instead replace it with a quest/reputation/achievement system where new levels, skills and gear open up as you complete tasks or series of tasks. So instead of 'proving' to the game that you are ready for more options by amassing a set number of XP, you would do so by doing a related task first. eg. in order to learn swords you first have to show that you can kill things with a club, if you want to train to use the Inferno spell you fist have to become proficient in Fireball and Scorch.
I never said remove questing. I said just make it optional. Killing of monsters would still provide you the same xp/hour that you were receiving via quest/killing. The same quest would still be there, for people who choose to do them. If they did they would still be rewarded with money, items, rep ..etc. What I am suggesting would only help make the game less linear.
I know you still could not kill monsters above your level .. but you would be more free to kill where ever your level at any point in time. I think forced questing though is a game design flaw.