There have been a lot of talk around exploits lately: botting and mass gathering/crafting for either xp or coin or both. And apart from ethical aspect of auto-clikers and such, some pointed out to economical aspect of these activities (how too many players are drawn to easy coin and xp, thus decreasing number of players doing less profitable gathering of resources that are crucial to maintaining continuous production of forged items etc. etc.).
That made me think about xp model in Life Is Feudal, where every xp-rewarding activity is based on diminishing return model. They higher player’s level, the less xp an activity gives and player needs to turn into higher tier activities for xp, and lower tier crafting/jobs are only done to gain resources/items and not for xp.
So, what if continuous gathering/mining or crafting will bring less and less xp (amount of blocks broken/ resources gathered vs. time span).
EXAMPLE (mining, gathering): first 15 minutes of breaking blocks xp reward is full, than it goes down every few minutes until it gives tiny bit of xp, after continuous mining for over an hour). That way I would only mine for hours when I want resources but can’t use it for power leveling. A break in activity (an hour? a few hours?) resets the clock and xp goes back to 100% then.
EXAMPLE 2 (crafting): first few mass crafted items give full xp but then every next queued mass craft gives less xp to a point when let’s say items queued 20 to 30 in a machine only give 10-20% of xp. Again - an hour break (or a few hours break), would reset xp gain back to 100%.
So, to keep full xp for every activity, a player would need to switch between activities. Mine for an hour, go and queue a few masses of items in a machine, go for a hunt and then go back to mining.
That’s of course only something that affects when a player have a long session. If someone plays 1-2 hours only, and then takes a few hours (or 1-2 days) break, then xp decrease won’t be kicking much, if at all.
RESULT: nothing stops normal players from playing for hours or doing one activity long - the only thing there would be a trade off (you either care about getting a lot of resources or crafting thousands of items in one go AND agree to have less xp OR want full XP over mass gathering/crafting). The auto-clickers and bots can still do their thing, but they only get a lot of resources, but not xp from it (gleam door situation for example: continuous breaking of gleam only brings full xp for a while then its just getting thousand of gleam without xp). Then when crafting gleam doors - if you want full xp you can have 100 masses queued as only first 10-20 masses would give you high enough xp and after that it would be less and less; and if you want full xp there need to be only up to 10 masses crafted continuously and then break and then another batch etc.
It’s all very vague here - would of course need to be thought over better - the idea is, you either go for numbers in resources and items or for numbers in xp. Botting or auto-clicking would only bring a lot of items but not xp. Also exploiting chrysominter for coin would be blocked (diminishing return could be applied to chrysominter as well - too many gleam doors thrown in together and less coins paid for it).
OK - let’s go all the moaning about nerfing!