@Third-Eye said in MU Peeves Thread:
that’s how Red Planet is doing it
We’re actually capping the XP at 10, which is 5 weeks of accrual (on our game). I don’t have any experience with systems where a request is required to spend XP, but in a general sense I think there is a reasonable implementation of some limitations on XP accumulation and spending, depending on how your system works.
The point of XP is to reward players for playing. As long as the system does not punish players who are playing, then it’s probably working just fine. I do find the time gate on how quickly XP can be spent on a single stat as implemented in FS3 by default a little punitive in that dimension because you have to spend it EXACTLY when the cooldown runs out or you are “missing out” on progression. This is a small window to hit. On Red Planet, you can go 5 weeks before you’re “missing out” on anything and frankly I’m okay with that. It is still incumbent on you, the player, to engage with the game’s systems on some level to benefit from them.
I have played on games where you could bank unlimited XP and jump up whatever skill you needed in the moment and I can’t say that was my favorite thing. It absolutely happened and there was no law against it, it was just a little cheesy. It’s not a realism thing for me as much as it is a min-maxy approach to play that I don’t particularly enjoy in others. I’d rather see folks lock in a narrative and play it out than sitting on the fence until the literal last second, but some balance in there for players to live their lives and forget sometimes is definitely more user-friendly.
