TheLurkingRage wrote:Thanks, now what's the word on xp inflation given that they're both player level related issues?
The official word is "This is a huge issue and very complicated to fix from a both a design and production point of view. We understand that this will need resolving, but as of right now, there is no suitable solution."
My additional input from a Lumi-point-of-view is that, while I don't know the specifics involved, I can personally assure you that if it were just as simple as adding "if deleted:reduce experience", it would have been done already.
Anraton wrote:Deleting a node doesn't affect your gained experience/level... While I don't want to be degraded
Imma stop you right there - and say thank you! The team already knew that 100% of players don't want to be reduced in level. It's nice to see a written quote from someone confirming that.
Anraton wrote:... I think it would be a good idea, to only get raising experience again, if the new network catched up with my actuall experience gained.
I don't know how technically possible this is, but the idea is sound, and I'll add/amend someone on the suggestions list regarding that.
I can say from a previous chat, that the intention is not to punish people for mistakes, but it is wanting to make players responsible for their actions - in base design, story choices, and the concept of "hacking people" in the first place!
Personally, I believe a knock of effect of this is stopping everyone's networks from looking exactly the same as what will eventually be a meta/cookie cutter build. I do see that there are some large xp disparities between some players though, both due to removed nodes, and also due to a disproportionate amount of security/business nodes. (For the record, these things are being reviewed - that's all I have at the moment!)