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#832
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Now's the time to make the switch, pals. Fresh is accepting anyone new to the server, helps them get their epics, does planar clears 4ish times a week.
Lot of the other guilds are longstanding/ recruiting. They all have different raiding times/ priorities/ playstyles. Fits casual or hardcore. Camps are open far more often than on blue. The ones that aren't? Fight for them. Solve it yourself instead of waiting in line. EQ in general is a timesink, but you can mitigate that on Red with PvP and a smaller population. You'll be surprised how much you enjoy PvPing. Try it out. Bring pals, make it easier. <Prophets of Slosh> started as a small, solid group of friends. Now they're all very well geared and some of the funnest people to fight against in small skirmish PvP. | ||
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#833
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Is Fresh taking anyone that's been around for a while? Maybe in the 30s/40s/etc? Saw the requirements go up a few weeks back I think.. or just a new starter thing?
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#834
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lvl16-lvl18 in 2 hours. duo charm FTW!!!!
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#835
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The danger with adding too many carebear features to the pvp server is that it becomes better than the blue server for almost everybody. See, I was calling for extra experience gain to compensate for the increased deaths in pvp. That makes sense. But if you start giving other handouts, eventually players will level faster and easier on the pvp servers than they do on blue. So why player on blue? They'll come to red.
Greifing was stupid. I like that there're mechanics in place to reduce it. But the change to experience gain in groups is dramatic. Basically, it means when you add an additional member to the group you're only losing a very small amount of experience or none at all. This means the additional member only has to lift a finger to make it worthwhile. If none is lost they can afk and it won't matter unless someone active wants to join and there's no room. By contrast, the old experience system reduced the experience much more with additional members, thus requiring them to do more work to make it worthwhile. The 6th member was free, but the others were not. The experience change does make inviting new members much less discriminatory, since you're not really losing anything if they contribute even a fraction of what they're capable of. It's nice. Still, this is a huge change that will pull a lot of blue over to red, irrespective of its pvp orientation. The changes are nice in some ways, but make me squirm a little. Not trying to be mean. Just remember, pvp is supposed to be a challenge. Compensating players is ok. Extra challenge means extra reward. Extra experience is good. Just be careful it's not easier than blue - if it rewards too much.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | ||
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Last edited by stormlord; 05-06-2015 at 02:36 AM..
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#836
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Typically bad experiences outweigh good ones for the majority of people - I think all the red boons (bonus xp, LNS policy etc.) are almost necessary to incentivize players who run into those bad experiences (ganks, twinks, /ooc rudeness).
Having a bad night on red (many ganks) can leave a huge sourness on someone's view of the server. As the population is around 300 and growing, I think it's at a pretty good balance at the moment (there isn't a big risk, imho, of all of blue suddenly flooding over to red). Also, while not classic, I think the group situation on red is more akin to what original EQ should have been anyways (in very few cases does having a 6 person group cause the group to get xp 6 times as fasts, hence the prevalence of solo classes that can grind groupless on blue).
__________________
Realtime auction logger: http://ahungry.com/eqauctions/
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#837
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If you're getting continually ganked while leveling on red the chances are you're in Mistmoore, Unrest or a well trodden leveling spot on blue. That's where you'll find a fungi twink.
Plenty of other places to be. I was with a group in Upper Guk and we must have done 2-3 hours in there without any trouble. The occasional person going past us who was out of pvp range but that was it.
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#838
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Quote:
As I understand it the experience system works as it did (or does) on live on the progression server. On normal live servers experience was cut, thus demanding that group members contributed a minimal amount. Other games have used group exp systems similar to what's on the progression server on live. I was first introduced to this form of group exp gain in Shadowbane. I probably saw it in other MMORPGs too, but didn't know about this back then. Basically, if you made 200 exp on a kill solo, you'd make 200 with additional group members. So it only made sense to add additonal members since there was no loss. When EQ first released, it cut the experience everytime a new member joined, something like this: Solo: 200 experience 2nd member: 100/2 = 50 + 0.4 = 50.4% = 100.8 exp 3rd member: 100/3 = 33% + 0.8 = 33.8% = 67.6 exp 4th member: 100/4 = 25% + 1.2 = 26.2% = 52.4 exp 5th member 100/5 = 20% + 1.6 = 21.6% = 43.2 exp 6th member 100/6 = 16% + 2 = 18% = 36 exp * It may have even been less. Back then, the group bonus was very VERY small. I think the thinking was most of the bonus from grouping came from dying less and having ready access to veterans/knowledge * Note this assumes each member will supply at least an equal amount contribution as yourself. Ofc, not every class would add an equal amount to the rate you kill monsters. Some classes would be more redundant too. For example, if you're a cleric and invite a cleric instead of a warrior, you're ineffectively using your healing. And if you're a rogue and invite a mage, you'll gain aggro from the pet and won't have anything to heal yourself, not mention being a bad tank, thus preventing you from fully contributing - you'll slow down exp for the mage Thus, when you invite a new member, they MUST perform at a high level to make inviting them worthwhile. If they afk a lot or are severely gimped or do not supply as much healing or dps or tanking as you like then you'd typically want to invite someone else or disband them, as you'll make exp faster without them. As EQ aged, it cut the exp less for each additional member. In 2001 there was a revamp to the group exp which added a bonus up to 20% for the 6th member (on top of the division which already happened). Later in EQ's life, the bonus rose up to something like 80% more for the 6th member. The 6th member was also free. What's different about the exp system on the live progression server and on the red server is that it doesn't cut the experience when you invite a new member, or if it does it's a very trivial amount. For example, in the old system, a 6th member would be 100/5 = 20 PLUS a bonus. An 80% bonus would increase 20 to 36. So if you got 200 experience per kill solo then you'd get 200*0.36 = 72 with a 6th member and a 80% bonus. In this new system, you might get 150 per kill with the 6th member, or even 200, if there's no cut. This means there's far less expectations placed on additional group members; potentially none. So you don't care if they're a ranger or a afk a lot. Their performance only matters if your group is full and a more active or better player is available. This change means minimum REQUIRED expectations are lowered. This I think fudnamentally changes the game. It also greatly reduces the value of solo-classes like druids or necromancers, since they're far better off joining groups than soloing. If there's no exp cut, a 6th member would mean potentially 6x more experience than soloing. That's substantial and means a player is better playing a group-based class like a warrior/cleric/enchanter/rogue/monk. It means soloing is no longer a viable path to progress since grouping is up to 6x faster.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
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Last edited by stormlord; 05-06-2015 at 02:27 PM..
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#839
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Red has a consistent 50% bonus to xp, and then in parties its +50% per member that joins the team (but you're splitting the xp with them when they join).
As I understand it (and maybe I'm wrong) it goes like this: Players : XP Value : Gained XP 1 : 600 : 600 * 1.5 = 900 2 : 300 : 300 * 2 = 600 3 : 200 : 200 * 2.5 = 500 4 : 150 : 150 * 3 = 450 5 : 120 : 120 * 3.5 = 420 6 : 100 : 100 * 4 = 400 Assuming a 6 person group or a solo person kill at the same rate, a solo person would come out ahead by almost 2x the gain. However, if 6 people can kill at least 3 times as fast, there's no question which is most efficient. On blue the xp would require (even with a paltry 10% bonus at the end) that the group kill about 6 times as fast as a soloer (tough when comparing vs a quader or a nec).
__________________
Realtime auction logger: http://ahungry.com/eqauctions/
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#840
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