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  #91  
Old 07-01-2010, 04:54 PM
Ihealyou Ihealyou is offline
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Quote:
Originally Posted by Qaedain [You must be logged in to view images. Log in or Register.]
Except for the ones that did. See: Blood of the Spider vs, The Sleeper.
He obviously meant that banning for exploiting pathing wasn't implemented yet. That example is clearly post-velious.
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  #92  
Old 07-01-2010, 05:10 PM
mimixownzall mimixownzall is offline
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Quote:
Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
I think folks may be losing perspective. To clear 44, 45 and get a safe bubble into 46 it took me almost 72 hours on live. No deaths. No trains. I did the run non-stop.
Well, since the 'ol "It's Classic!" phrase seems to be thrown around. Let's not be hypocritical. Lets's go friggin classic!

-No item linking
-No 9th spell slot
-Go back to the old UI
-No key mapping except for your 1-6 buttons
-Let's stare at our spell book and click on the meditate button to med (I know we are currently past that point on live, but since this recent exp nerf shows that reverting is not out of the question, lets go back to what we missed)

The hypocrasy is what bothers me. If this game had started with the current exp system, then fine. But reverting it after almost a year is really dumb imo. How about reversing it and working on other things... Like the group bug, Kunark, mob pathing ect.
  #93  
Old 07-01-2010, 05:15 PM
mimixownzall mimixownzall is offline
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Quote:
Originally Posted by holkan [You must be logged in to view images. Log in or Register.]
well that seems more like a bug * like being able to dupe plat* more so then how it was in classic. I dont think they're trying to recreate the game breaking bugs. Especially when it specifically says it is only supposed to damage summoned mobs.

Well I guess he would of liked the sword procing on none summoned mobs then just not easily changed lol
Just like SOE says that the group exp penalty for hybrids was always a crappy idea. But.. you get the picture. Bug? No. But something that was wrong and changed.
  #94  
Old 07-01-2010, 05:57 PM
Dumesh Uhl'Belk Dumesh Uhl'Belk is offline
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Quote:
Originally Posted by Landis [You must be logged in to view images. Log in or Register.]
that doesn't seem to agree with this

http://everquest.allakhazam.com/edit...rs_letter.html
Aye, from this we can deduce the original mechanism.

The various penalties were not reductions in experience gained, but were increases in the amount of xp required to level up. They were multiplicative. So, the oft mentioned Troll SK needed 68% more xp to level up. Put simply, if a human cleric needs 100xp to hit level 2, then the Troll SK needs 168xp to hit level 2.

If each of them were soloing, they would get the same amount of xp per kill. If, for instance, level 1 decaying skeletons give 4xp per kill (not a real value, but still useful for comparison), then the cleric would have to kill 25 to ding, while the Troll SK would have to kill 42 of them.

Before the changes mentioned in the letter above, when players were grouped, the xp from each mob was divided proportionally based on the total xp of each PC in the group. So, even if all the players were, say level 20, their xp totals might be very different... the Troll SKs total would be around 68% higher. The mob itself would provide a discrete amount of xp based on its level.

Say a level 20 mob was killed and yielded 400 xp. This total was then multiplied by the group bonus which was 1.02 to 1.1 depending on how many PCs were in the group. Let's say 4 PCs for the example, so the XP to be split by the party would be 400 x 1.06 = 424xp.

Then each player would receive a portion of that xp relative to their own xp versus the total xp in the group. So, let's say the 4 players involved were a human cleric, 2 human druids, and a troll SK, all level 20. The three human characters have no bonus or penalty, so their xp totals are likely very close to each other. I don't remember the exact value of xp needed to be level 20, but since it is all based on percentages, the exact number doesn't matter. Let's say the 3 human players have 85,000 ; 85,600 ; and 87,200 xp each, and that the Troll SK has 146,160 xp. That puts the total party xp at 403,960.

So, Human 1 has 21.04% of the group xp and will get .2104 x 424 = 89xp for the kill.

Human 2 has 21.19% of the group xp and will get .2119 x 424 = 90xp for the kill.

Human 3 has 21.58% of the group xp and will get .2158 x 424 = 92xp for the kill.

Lastly, the Troll has 36.18% of the xp and will get .3618 x 424 = 153xp for the kill.

If the troll had been another character with approximately equal xp total to the other characters... for example, another human druid at level 20, or perhaps a Troll SK at level 16ish, or a halfling rogue who was nearly 21 or 21... then each character would have gotten a roughly even split of .25 x 424 = 106xp. So, in this instance, by grouping with the Troll SK of even level instead of one of those other options, the other group members took around a 15% hit in xp gained per mob.

Obviously, that percentage hit will be different in different sized groups and depending on the number and total xp values of other characters. So, let's say for giggles that it takes 14,000 xp for a human cleric to get from level 20 to 21. Then it would take the party of 4, all human clerics and druids 132 kills of this example mob to level up. If the party consisted of the PCs in the above example, then the humans would take from around 152 to 157 kills to level, while the troll would need 154 kills to level.

This does exactly what the devs said it was designed to do. It lets friends who play together level together. Adding hybrids to a group will slow the other members down somewhat. I think this slow down is definitely smaller than the margin for slowdown from grouping with bad or lazy players though. Players of non-hybrids are still better off grouping with a known good or great player hybrid than with a mediocre or bad non-hybrid.

Also, note that no XP was created or destroyed from thin air before the changes mentioned in that dev letter.
  #95  
Old 07-01-2010, 06:13 PM
nilbog nilbog is offline
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Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
Well, since the 'ol "It's Classic!" phrase seems to be thrown around. Let's not be hypocritical. Lets's go friggin classic!

-No item linking
-No 9th spell slot
-Go back to the old UI
-No key mapping except for your 1-6 buttons
-Let's stare at our spell book and click on the meditate button to med (I know we are currently past that point on live, but since this recent exp nerf shows that reverting is not out of the question, lets go back to what we missed)

The hypocrasy is what bothers me. If this game had started with the current exp system, then fine. But reverting it after almost a year is really dumb imo. How about reversing it and working on other things... Like the group bug, Kunark, mob pathing ect.
The ignorance is what bothers me. You think you know how everything works, but apparently just want to bitch about apples and oranges.

-Item linking - client/source? or both
-what 9th spell slot? its gone
-old UI is on the client, once again.
-keymapping 1-6, on the client, once again

Quote:
-Let's stare at our spell book and click on the meditate button to med
Firstly, its the client. Secondly, if you cared enough to look into it, you would realize that it is not possible. Its easy to tell someone else to do it though, right?

If there was a switch to revert all of these things to classic, we'd flip it. Obviously there isn't. You are preaching like we have a giant list of on/off levers.

Submit fixes for this stuff yourself, learn how to do it, or stfu.

Last but not least, we don't answer to you. So you telling us what we should be working on is mildly irritating.
Last edited by nilbog; 07-01-2010 at 06:26 PM..
  #96  
Old 07-01-2010, 06:45 PM
Sarkhan Sarkhan is offline
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Keep up the great work Nilbog and everyone else! I'm still loving the server and appreciate all the hard work you all put into it!
  #97  
Old 07-01-2010, 08:25 PM
Stylez Stylez is offline
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Experience modifiers derived from data below:

Barbarian=10.5 DarkElf=10 Dwarf=10 Erudite=10 Gnome=10 HalfElf=10
HalfLing=9.5 HighElf=10 Human=10 Ogre=11.5 Troll=12 WoofElf=10

Bard=14 Cleric=10 Druid=10 Enchanter=11 Magician=11 Monk=12 Necromancer=11
Paladin=14 Ranger=14 Rogue=9.05 ShadowKnight=14 Shaman=10 Warrior=9 Wizard=11

HalfElf/Bard = 140
Human/Bard = 140
WoodElf/Bard = 140
DarkElf/Cleric
Dwarf/Cleric
Erudite/Cleric
Gnome/Cleric
Halfling/Cleric = 95
HighElf/Cleric = 100
Human/Cleric
HalfElf/Druid
Halfling/Druid = 95
Human/Druid = 100
WoodElf/Druid = 100
DarkElf/Enchanter
Erudite/Enchanter
Gnome/Enchanter
HighElf/Enchanter
Human/Enchanter
DarkElf/Magician = 110
Erudite/Magician = 110
Gnome/Magician = 110
HighElf/Magician = 110
Human/Magician = 110
Human/Monk = 120
DarkElf/Necromancer = 110
Erudite/Necromancer
Gnome/Necromancer
Human/Necromancer
Dwarf/Paladin
Erudite/Paladin
Gnome/Paladin
HalfElf/Paladin
HighElf/Paladin
Human/Paladin = 140
HalfElf/Ranger
Human/Ranger = 140
WoodElf/Ranger
Barbarian/Rogue
DarkElf/Rogue
Dwarf/Rogue
Gnome/Rogue
HalfElf/Rogue
Halfling/Rogue = 85.975
Human/Rogue = 90.5
Woodelf/Rogue
DarkElf/Shadowknight = 140
Human/Shadowknight
Ogre/Shadowknight = 161
Troll/Shadowknight = 168
Barbarian/Shaman
Ogre/Shaman
Troll/Shaman = 120
Barbarian/Warrior
DarkElf/Warrior = 90
Dwarf/Warrior
Gnome/Warrior
HalfElf/Warrior
Halfling/Warrior
Human/Warrior = 90
Ogre/Warrior = 103.5
Troll/Warrior = 108
WoodElf/Warrior
DarkElf/Wizard
Erudite/Wizard
Gnome/Wizard
HighElf/Wizard
Human/Wizard = 110


Don't know if that helps u but that was from 1/1/2000 from showeq.
  #98  
Old 07-01-2010, 09:59 PM
Samuel Samuel is offline
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Quote:
Its actually EASIER to level a Hybrid now then it was last week
Have you grinded in a group with a hybrid or as a hybrid yet? Because this statement is 100% false.
  #99  
Old 07-01-2010, 10:15 PM
holkan holkan is offline
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Quote:
Originally Posted by mimixownzall [You must be logged in to view images. Log in or Register.]
Just like SOE says that the group exp penalty for hybrids was always a crappy idea. But.. you get the picture. Bug? No. But something that was wrong and changed.
Soe deemed alot of things as a crappy idea which some people love and some people hate. PoK books bazaar armor dyes AA's raid flags. Some people love some of these things some people hate some of these things, and to this servers developers obviously they want it in their game.
  #100  
Old 07-01-2010, 11:01 PM
Combo Combo is offline
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No wonder my XP was glacial with a Paladin in the group last night. Killing reds at level 9 and got less than a yellow after an hour and a half (Dark Elf Enchanter, so 10% penalty). I don't remember the level split in the group so that may have contributed too, but I don't think anyone was worse than a yellow con.

From now on I will definitely start trying to avoid groups with hybrids/bards/monks and crossing my fingers on my SK that the general community doesn't read the forums.

In all honesty, after looking at all these numbers, there is no good reason to group (for xp) if your class is capable of soloing. Unless you're a class that needs to meditate and just want to semi-afk leech while "getting your mana back."
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