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moonID.net - Please discuss stuff about moonID hereDiscussions → "Negative" experience - Does it make sense in 2026?

Ostaszewianin
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Posted Jan. 9, 2026, 11:10 a.m.

"Negative" experience was intended to protect new players from attacks by much stronger players, but times have changed, and we need to consider changes and a general discussion on this topic.

Drawbacks of the current system:

  • Many players "stay" at a given level and don't advance.
  • Top players don't have many opponents to perform SF, and there's a high risk of failure, so they unload their weapons and fight a "draw."
  • There's little activity in fights, including wars.

These two server wars showed that removing negative experience significantly increased activity and the number of fights.

Lower-level players would also benefit – more fights (losses) mean more experience and faster progression.

The only restriction I would leave is a fixed 5% gold loss if you attack a player more than 5 levels lower (instead of the standard random 5-10% win).

I'm waiting for your comments

Show comments (1)
Waldan71
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Posted Jan. 9, 2026, 1:38 p.m.

I didn't really like the lack of exp loss when attacking in war. And then there were rewards awarded to the most active players and those with the most victories. So what? Is it enough to be among the best and not lose any sleep in war to be the best? And what about a low-level or low-average player? No chance. Punish them with exp, maybe lower the subtraction, and for example, divide the reward system into level groups. What do you think?
Comforting the low-level players with the idea that if they're attacked by higher-level players and get beaten up, it's great anyway, because they'll gain experience, is weak in my opinion...

Doom75
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Posted Jan. 9, 2026, 5:22 p.m.
Edited by Doom75 Jan. 9, 2026, 5:23 p.m.

It would be a terrible idea to remove the negative exp. penalty, going with your logic the strongest knights on a server could attack literally anyone without any consequences. You are delusional if you think that any new/low level player will be happy to be attacked by many strong knights every day.
Exp penalty should not be removed in wars too, because everybody has to decide if s/he want to sacrifice exp for their guild in order to win the war.

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Rym
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Posted Jan. 9, 2026, 6:02 p.m.

100% right

p_b
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Posted Jan. 12, 2026, 1:49 p.m.

I fall also into the "don't remove it at all" category. But I do accept it is not quite as clear cut as I would like.

As a mechanic it is a very good way to keep "most players" from hitting too far downwards; the XP loss can be criplling if you are on a dead world and of a higher level (and don't use the BG to boos XP weekly.)

However one could achieve the same protection by saying X% levels above a player = 0 gold even in a win if you are the attacker.

When I started I used the -ve XP to purposefully keep myself to a lower level by "camping" - I became exceptionally strong and thus went "baby seal clubbing" when the n00bs hadn't worked out they needed to bank to be safe from gold hunters like me.
As the server got older and fewer people started new chars, it became obvious I needed to gain levels + due to my huge stat advantage it didn't take me long to make up a lot of XP by hitting upwards (still gold hunting). I got PVP rank1 with 14,390 points as there was no BG back then. (currently no1 = 3k points today for contrast, but 15th has only 150 points....)

On my dead world, I'd love to be able to go hit any-one with impunity now, as it would potentially make my game a lot more interesting again; but at the same time those lower-levels would hate a near lvl200 stomping on them

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Patti CRATR.games
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Posted Jan. 27, 2026, 4:38 p.m.

I completely agree with you.

I also doubt that disabling it will actually solve the problem, especially as described.

On the new game worlds, we've observed that a larger portion of players intentionally keep their level low (certainly for the reason you described, to amass gold) and then level up later.

Disabling it on older game worlds wouldn't attract any new players to those worlds either, since players usually start new ones where they see a chance to progress, or, if they're high-score hunters, where they can fight their way to the top.

This means new players will usually visit new game worlds instead of older ones that have been running for a while. This is one reason why we keep getting asked when we'll launch a new game world.

For example, in Monstersgame... There are no negative experience points, meaning a level 200 player can attack a level 1 account and receive no penalties. However, even in older game worlds, there are fewer new registrations than when a new game world is launched.

I also doubt that a more comprehensive noob protection system like the one we have would be of much help, because how long should a new player be protected from attacks? And who would the new player attack?

I'm not considering deactivation during guild events like the one on int7, since these deactivations only happen for a short time.

I think it's very difficult to find a truly good solution for attracting new players to older game worlds.

We're very open to ideas or solutions.

Show comments (1)
vanderhbz
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Posted Jan. 27, 2026, 5:41 p.m.

It’s a fact that the game feels stagnant compared to the times when there were many players.

Today it’s hard to farm, because there are servers that don’t even reach 10 active players. That makes farming through attacks very difficult.
I think you could consider adding a kind of “artificial farm” (fake/boosted loot) to PvP attacks.

For example, in games like Clash of Clans, villages that haven’t logged in for a long time can show more gold than they realistically have when they are attacked. This way, attacking them gives better rewards, which motivates PvP and ensures there’s always something worth farming.

Right now, there are accounts that haven’t been accessed for years, and when you attack them they give 2, 3, 4, 10, or 20 gold. If there were a system (it could even be random-based) where an account that would normally give 12 gold could end up giving 180 instead (numbers are obviously fictional and just examples), it would make a huge difference.

I believe this would help us feel like the old days again—when farming was fun, loot felt rewarding, and there was a real desire to keep attacking.

Nimoe
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Posted Jan. 16, 2026, 7:10 a.m.
Edited by Nimoe Jan. 16, 2026, 1:06 p.m.

Abolishing negative XP would be a mistake. This is probably the only protection that lower levels have against being constantly attacked by higher levels, and negative XP is the consequence that higher levels have to accept if they attack lower levels. Such an abolition only benefits the higher levels, but not the lower ones.

Lower-level players would also benefit – more fights (losses) mean more experience and faster progression.

Lower levels apart from a ridiculous 1 XP, they have gained nothing from it.

faster progression.

It does not help them progress at all; quite the opposite is true. They quickly give up this game. This kind of thing really puts off new players.

Negative XP should also be retained in wars. Server wars as events are the only exception, because such events should be accessible to all levels, and in this case it makes sense to deactivate negative XP on a one-off basis. However, a server war is not comparable to guild wars, where high-level guilds arbitrarily declare war on other guilds with low levels just to improve their own statistics. These are not glorious victories, but merely logical conclusions from such unfair guild wars. The abolition of negative XP would encourage this even more, and that is essentially what it boils down to. The ability to wage guild wars against lower-level guilds without suffering the consequences of negative XP.

Consequence: Negative XP protects low levels and guilds with low levels. Without such protection, they lose interest in the game. The servers die out even faster than they already do.

These two server wars showed that removing negative experience significantly increased activity and the number of fights.

Anyone who believes that server wars were so popular because of the deactivation of negative XP is mistaken. It was probably more the Moon Coin winnings, even for the losers, as well as the flat rate of Moon Coins if you registered for this server war.

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