View Full Version : Question regarding rate of character progression
Galvanue
06-01-2016, 12:16 AM
I have about 50 days to play between now and when the school year starts again. If I have a level 7 SK, how far can I expect to get? (Mostly in terms of level)
Troxx
06-01-2016, 12:19 AM
How many of those 50 days will you actually play and how long each day?
Will you be power-focusing on maximum xp gains or enjoying the ride up?
Your question as it stands is impossible to answer. You might make it to level 9 ... You could theoretically make it all the way to 60.
Kaight
06-01-2016, 12:21 AM
It took me 7 months to get to 60 but I'm casual scum so it just depends on your play time. Are you playing every day all day for 50 days?
Galvanue
06-01-2016, 12:24 AM
Well, I have 90 actual days, but those 50 days are the days I plan to play all day. However, I am a casual scrub who would focus more on enjoying the ride then maximum possible xp
xKoopa
06-01-2016, 12:29 AM
youll probly get mid 40s low 50s unless you go hard
Galvanue
06-01-2016, 12:31 AM
Ok
Swish
06-01-2016, 02:18 AM
you don't have the hybrid penalty anymore, if that's a boost to your hopes :)
Ravager
06-01-2016, 06:49 AM
30's to 40's probably. A level a day is pretty hard core.
Foxplay
06-01-2016, 07:49 AM
30's to 40's probably. A level a day is pretty hard core.
In the Early levels id say that entirely depends on your knowledge of the game / class you pick, some classes hit the ground running and some are late bloomers. However i do agree on average a level a day is a pretty significant commitment
Troxx
06-01-2016, 09:07 AM
If you're playing all 50 days most of the day(8 or more hours) AND you know what you're doing AND you focus on leveling, I see no reason why high 50s to 60 isn't possible.
mr_jon3s
06-01-2016, 12:56 PM
I would expect to be around 40s. But thats just because of your class which is group dependent. If you were playing a soloing class I could easily see you getting 50+
SKs can fear kite solo pretty easy
fugazi
06-01-2016, 01:47 PM
50. After that, the game slows down immensely and you will need good groups in contested areas. My advice is to find a couple of good leveling buddies and constantly brainstorm at what to do next.
I find that I waste most time on going to zones and places that aint worth the effort, realizing only after an hour or two that it wasnt worth it. On the other hand, if getting to max lvl ASAP isnt the issue, do go out and explore the world. I had tons of fun figuring Kerra Isle out on my lowbie enchanter.
Webeporting
06-01-2016, 03:14 PM
if you legit have 50 days, and can play 4-8 hours a day, you will be 60. pm me if you want to know the exp spots.
maskedmelon
06-01-2016, 04:19 PM
if you legit have 50 days, and can play 4-8 hours a day, you will be 60. pm me if you want to know the exp spots.
This is nether thinly veiled, nor overt. Nice middle ground.
snergle
06-03-2016, 03:19 AM
it took me 40 days to hit 60 playing 4ish hours a day. I stoped making groups in the 40's and only duo / trio'd though. Also I am an enc so my kill speed is usually as fast as a groups.
Sodors Finest Poster
06-03-2016, 07:53 AM
If you can solo efficiently / twink then you can progress a lot faster than having to rely on PUGs.
The classic group "bonuses" actually discourage grouping. It's my biggest gripe about 'classic' Everquest.
Galvanue
06-03-2016, 10:06 AM
The classic group "bonuses" actually discourage grouping. It's my biggest gripe about 'classic' Everquest.
Well that's disappointing.
It took me 3 months to get to 40, another month to get to 50, and about one month per level after that.
That was as an untwinked monk playing off and on.
Maner
06-03-2016, 11:16 PM
It took me 3 months to get to 40, another month to get to 50, and about one month per level after that.
That was as an untwinked monk playing off and on.
This is really off and on though, I had my first character to 60 in 2.5 months and my 2nd 60 was leveled in 1.5 months. And this isn't playing more than 2-4 hours a day during the week, but a spending a lot more time on during the weekend.
Tewaz
06-04-2016, 01:36 AM
On Red you could be 60 easily and be one of the most dominant classes on the server for pvp. On blue you will be asked to reroll a rogue if you want to raid.
RDawg816
06-04-2016, 01:39 AM
On Red you could be 60 easily and be one of the most dominant classes on the server for pvp. On blue you will be asked to reroll a rogue if you want to raid.
Do us all a favor and reroll on a new forum, kthks.
mphintz2
06-06-2016, 12:50 PM
If you can solo efficiently / twink then you can progress a lot faster than having to rely on PUGs.
The classic group "bonuses" actually discourage grouping. It's my biggest gripe about 'classic' Everquest.
Well that's disappointing.
Could someone please explain this? Are the bonuses not large enough? I thought mobs actually gave more exp when killed by a group...
Sodors Finest Poster
06-06-2016, 01:14 PM
a mob is worth 100 xp, you kill it solo you get 100 xp.
a mob is worth 100 xp, you kill it with a buddy(s) and it is worth (100xp * modifier / group mates)
party members xp gained throughout their lives also counts in the math but lets keep it simple.
problem is, the group modifier is so low that unless you are killing things nearly six times more efficiently in a full group than solo you are losing xp per hour. The reality is spawns will probably be limited and lets face it, there is much dead weight and inefficiencies in a large group.
I dont know the exact percent bonuses but i know it starts at two members being 2% so for the example above you would each take 51xp (100 * 1.02 / 2) provided you were the same level and a class/race combo with the same xp penalties / bonuses... this is why hybrids were shunned out of groups prior to the hybrid xp patch.
Sodors Finest Poster
06-06-2016, 01:17 PM
SOE fixed this by ramping up the bonus and (i believe) making the sixth person not even count in dividing the total mobs xp pie. Sadly, this is out of the time line of P99.
Its a pity and should be added once the servers progression is done
EQBallzz
06-06-2016, 01:18 PM
Could someone please explain this? Are the bonuses not large enough? I thought mobs actually gave more exp when killed by a group...
My understanding of how it works is that you do get a "group" XP bonus for each added person to the group. However, the XP per kill is still split among group members so if the bonus isn't high enough you still receive less total XP per kill than if you were solo. This is theoretically made up by increasing your kill speed/reducing down time.
I'm sure depending on level and location and kill speed there will always be a "sweet spot" of group size to earn the most XP per hour. I'm guessing the sweet spot is to have enough people to kill mobs constantly without stopping but not so many people that you kill all the mobs and end up waiting for repops (or something like that).
*edit*
Changed wording to be more clear. I meant XP per hour not XP per kill. XP even with bonus will always be less than solo but would theoretically be made up in increased kill speed/reduced down time.
mphintz2
06-06-2016, 01:18 PM
OK, this makes sense. Dead weight really makes a group suffer. Likewise, competing for mobs would. But a steady stream and good class mechanics working together seems like it would be slightly more efficient, especially in a smaller group (3-4ish).
Swish
06-06-2016, 02:24 PM
OK, this makes sense. Dead weight really makes a group suffer.
This is why nobody likes afk wizards, warriors who can't hold aggro or underleveled people who can't land anything. I've seen people try to get into a MM pond group at 18 for example, or a CoM group at 36...because you know, everything is such high level that means I'll get quicker levels, right? :rolleyes:
EQBallzz
06-06-2016, 02:50 PM
This is why nobody likes afk wizards, warriors who can't hold aggro or underleveled people who can't land anything. I've seen people try to get into a MM pond group at 18 for example, or a CoM group at 36...because you know, everything is such high level that means I'll get quicker levels, right? :rolleyes:
I think this is also why it can be a PITA to find even low level groups. On numerous occasions I have come across 1 or 2 people at like Orc camp 1 or dervs or something and asked if they wanted to group and they just ignore you because they are able to reasonably kill with 2 so don't want to add anyone else.
It's pretty unfortunate for the grouping aspect of the game and why I try not to worry about it in my groups. More people = more contacts for future groups = more fun > slightly more XP per hour. If someone comes along and I have room in my group I will add them.
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