I know the SIS has a primary function to help fit the guide to where the new customer is in their levelling, and then go from there.
And it's supposed to help the guide to keep up with the player if they go "off guide" and level faster than the guide.
But has it ever been considered to add an "auto throttle" sort of feature where the guide could determine that, say 50-65% of the way through a level, more quests would be needed to level before the DING! step?
I see this as creating some smarts into the code so that if the character is behind the curve, a small number of quests that you guys have tagged as "low value" or "not worth the time for the reward given" would be suggested. And if not quests, something else that would/could provide the required XP to bring the toon ahead of the levelling curve.
SIS does a great job eliminating steps that are not needed because of being ahead of the curve. What I'm proposing (for consideration and discussion) is something "in-guide" that would assist a player when they are behind the curve. Something that would compare the current state of the player to a benchmark, then based upon the relationship between the state and benchmark, make the appropriate suggestion for the action that would quickly bring them on/ahead of the curve.
Discussion?
And it's supposed to help the guide to keep up with the player if they go "off guide" and level faster than the guide.
But has it ever been considered to add an "auto throttle" sort of feature where the guide could determine that, say 50-65% of the way through a level, more quests would be needed to level before the DING! step?
I see this as creating some smarts into the code so that if the character is behind the curve, a small number of quests that you guys have tagged as "low value" or "not worth the time for the reward given" would be suggested. And if not quests, something else that would/could provide the required XP to bring the toon ahead of the levelling curve.
SIS does a great job eliminating steps that are not needed because of being ahead of the curve. What I'm proposing (for consideration and discussion) is something "in-guide" that would assist a player when they are behind the curve. Something that would compare the current state of the player to a benchmark, then based upon the relationship between the state and benchmark, make the appropriate suggestion for the action that would quickly bring them on/ahead of the curve.
Discussion?
Comment