Hat wrote:
So, if the rewards provided are not driven by tier - which they haven't been to date - and the mods themselves are targeted to be challenging to the vast majority of players in the campaign and positioned to new characters, does it matter?
-- Paul / Hat made this comment in the thread about the BI Certs and it gave rise to an idea, but didn't feel that it belonged in the same topic thread. --
Now THAT gives rise to an interesting idea... Make XP rewards inversely related to level, but monetary and material rewards directly related.
This could "solve" the issues surrounding characters' levels outstripping the originally projected level progression (which may or may not be artificially restricting module release and the potential for level gap (in the long run).
The characters still get rewarded for experiences, but get rewarded more for NEW experiences. If you think about it, when you travel to a foreign country for the first time you're bombarded by the *differentness* of the culture, society, fashion, food, economy, politics, etc. But as you grow accustom to international travel - ie the more you see, do, and experience - the less the little things surprise or excite you - it's harder and harder to find things that make you say *WOW*.
By the same token, when you're first starting out, you have no clue how to find 'the good restaurants' or get around on your own. As you travel more and more, however, the more independent of the situation you become and the quality of your experiences increases. This would be analogous to monetary and material rewards in-game.
Plus...table mix (in terms of Tier.Rank) would matter somewhat less.