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View Poll Results: If pvp exp was increased, by what %?
5 2 0.73%
10 1 0.37%
15 7 2.56%
20 36 13.19%
25 21 7.69%
30 8 2.93%
35 3 1.10%
40 5 1.83%
45 0 0%
50 38 13.92%
55 0 0%
60 0 0%
65 0 0%
70 0 0%
75 4 1.47%
80 0 0%
85 0 0%
90 0 0%
95 0 0%
100 77 28.21%
0. I am happy with the current experience rate. 71 26.01%
Voters: 273. You may not vote on this poll

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  #1  
Old 02-12-2012, 03:41 PM
CallnOutTheNubs CallnOutTheNubs is offline
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XP rate is fine the way it is,
The pvp xp loss per kill needs to GO
  #2  
Old 02-12-2012, 03:57 PM
Arillious Arillious is offline
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Quote:
Originally Posted by CallnOutTheNubs [You must be logged in to view images. Log in or Register.]
XP rate is fine the way it is,
The pvp xp loss per kill needs to GO
The exp loss on pvp death is so trivial. It is retarded to bring this into the discussion.

The exp loss on pvp death is equivalent to soloing 1 blue mob. PvP death HAS to mean something.
  #3  
Old 02-12-2012, 04:20 PM
CallnOutTheNubs CallnOutTheNubs is offline
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Quote:
Originally Posted by Arillious [You must be logged in to view images. Log in or Register.]
The exp loss on pvp death is so trivial. It is retarded to bring this into the discussion.

The exp loss on pvp death is equivalent to soloing 1 blue mob. PvP death HAS to mean something.
Your full of shit if you think 1 pvp death takes 1 blue mob to regain at 45+
  #4  
Old 02-12-2012, 04:29 PM
Angkar Angkar is offline
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Quote:
Originally Posted by Amelinda [You must be logged in to view images. Log in or Register.]
i think searyx had a really good idea as far as increasing xp for players level 25 and below then spreading that xp required among the higher levels. so you could get to level 25 faster and retain players better. i think a slight xp bump would help also.
  #5  
Old 02-13-2012, 02:11 AM
Morninx Morninx is offline
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Quote:
Originally Posted by Amelinda [You must be logged in to view images. Log in or Register.]
i think searyx had a really good idea as far as increasing xp for players level 25 and below then spreading that xp required among the higher levels. so you could get to level 25 faster and retain players better. i think a slight xp bump would help also.
As a former VZTZ player. I wish exp rates were very high from the beginning to emphasize PvP on the server and not grinding. In hindsight I was half wrong. I am currently enjoying the slower grind, even though i wish it was ez mode to level up an alt since I wont enjoy it twice. But the classic experience is not for everyone and not for a PvP community and has been the #1 reason for the servers struggles.

Searyx has provided the best option as Amelinda has agreed to above. To save the server, something drastic needs to happen. Maybe a 20% exp bonus would have helped from the beginning, but it wont do the trick now. I believe making it easy for new players to level from 1-25 would be an excellent idea and wouldn't hurt the classic feel of the server (It is a necessary evil for survival). Saying that, I do not believe that completely slowing down levels 25-50 is necessary. For a PvP server, they are difficult enough(maybe a little slower) and if poopsockers want to rush to 50, good for them. The simple fact is, this is a 13 year old game that is very enjoyable for the hardcore players and the casual players and imo tweaks to the server to help casual players will only help the overall server. What ever the decision is, even if this poll was just to shut us up, Thank You for your time and efforts.
  #6  
Old 02-13-2012, 10:16 AM
Aenor Aenor is offline
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Quote:
Originally Posted by Amelinda [You must be logged in to view images. Log in or Register.]
i think searyx had a really good idea as far as increasing xp for players level 25 and below then spreading that xp required among the higher levels. so you could get to level 25 faster and retain players better. i think a slight xp bump would help also.
This. I've already slogged my way to 33, so increasing rate to 25 wouldn't benefit me directly. But I think server population is the #1 issue.
  #7  
Old 02-13-2012, 02:56 PM
Silentone Silentone is offline
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Quote:
Originally Posted by Amelinda [You must be logged in to view images. Log in or Register.]
i think searyx had a really good idea as far as increasing xp for players level 25 and below then spreading that xp required among the higher levels. so you could get to level 25 faster and retain players better. i think a slight xp bump would help also.
the problem i had with this idea is that once you hit 42, you now have a longer journey to 50, which means you are being farmed in pvp for a longer period of time by lvl 50s...other then that i agree helping low lvls get higher faster does help give the player a vested interest in their character. maybe the exp bonus will do this on its own.

ps. i chose 50% not because i think its too hard to lvl a character, the only reason i chose something high is becasue it seems at this point in order to entice people to come back to the server 20% wouldnt cut it.
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  #8  
Old 02-20-2012, 05:18 AM
SearyxTZ SearyxTZ is offline
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Had not gotten a chance to respond to this thread till now. I didn't bother to read most of it since it's pretty huge, so I'll stick to the original topic.

Quote:
Originally Posted by Amelinda [You must be logged in to view images. Log in or Register.]
i think searyx had a really good idea as far as increasing xp for players level 25 and below then spreading that xp required among the higher levels. so you could get to level 25 faster and retain players better. i think a slight xp bump would help also.
Thanks. [You must be logged in to view images. Log in or Register.]

I've already posted a lot about it. I won't rehash what I've already said.

The early xp curve is especially important because it will hook new players if they get through the early levels without too much pain (including those who quit at level 5 and were initially turned off before they became invested), and also tighten the level spread of players towards 30-50'ish (a good thing when your red server population is < 1000 -- you want players to be seeing eachother once in a while).


I also think global channels should go in. Look - there's basically two options for that right now. You keep the zone-specific channels and nobody uses them at all, because there's not enough people on the server to accommodate that. Or you make it global and retain the social aspect that made classic EQ appealing and give players something to do (auction their shit or shoot the bull in ooc) while they're medding for five minutes in between kills.

I'm really happy that this stuff is being considered and hope it goes in. It will be easier to get people playing here.
  #9  
Old 02-20-2012, 09:55 AM
Billbike Billbike is offline
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[You must be logged in to view images. Log in or Register.]

THEY WEREN'T TROLLING US!

THANKS AND PRAISE BE TO YEE!
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  #10  
Old 02-12-2012, 03:00 PM
nabsev nabsev is offline
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As someone who plays more than a casual but way less than a poopsocker I vote 50%
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