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#841
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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 ....the 6th member provides 6x the killing power, resulting 400 * 6x = 2400. That's a 266% bonus over soloing, meaning the system is cutting experience when you invite new members. If it weren't cutting experience then it'd be 900 * 6x = 5400. But what I was stating in my post still stands. The required contribution from each additional member is lessened versus the older system. With a 2nd member, for example, experience is cut from 900 to 600, meaning the additional member has to contribute at least 50% of your killing power to make themselves worthwhile. This means if your killing power is 10 then they must provide at least 5. This is 600 x 1.5 = 900. This will make you break even versus if you were just soloing. If they contribute the same killing power as yourself then you'll make 33% more experience. Note that a full group has a 266% bonus over soloing, meaning soloing becomes a much less attractive form of progression, since I doubt soloers kill things 266% faster by themselves. This reduces the value of rolling a solo-capable class like a necromancer or ranger. Again, note that the cut in experience is exactly what caused players to heavily discriminate when they invited new members. Is the new member gimp? Are they low level (assuming the group exp gain formulas do not account for the level makeup of the group)? Does the new member afk a lot? Are they reliable? Because if that new member even so much as sneezed more than once, you'd lose experience by adding them. But if what you say is true it's not as dire as I was suggesting. The probems are still there though. The situation on the progression server on live had another concern too but I'm not recalling at the moment. It was a thread on the live forums started by a necromancer I believe. He/she didn't like the huge group exp gain versus soloing. EDIT: One potential way to resolve some of this is to allow group members to get experience from each other even if they're not in the same zone or not playing with each other. This means you can group and get the experience bonus while still soloing. I imagine a group of necromancers might do it, to not use their dots ineffectively, since so much of their dots are wasted in gropus when the monster dies long before the dot wears off. This only works if the cut isn't too big because afking is a very common thing when soloing. The advantage to soloing is yo ucan afk whenever you want and play at your own pace.
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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 03:12 PM..
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#842
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Velious was announced (and then subsequently cancelled).
I know a lot of red traffic was blue players who were capped out (or tired of blue overpopulation) that I saw migrate back to blue when news of Velious dropped. I'd guess they'll trickle back over waiting for 8/2.
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#843
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Well, they want to encourage grouping/server population, so it has to be very appealing vs soloing given the risk of groups being ganked by twinks (or by own group members).
I know red in the past had larger bonuses (applied to all xp) than what they have now, but the group bonus seems the best to me (although I've never grouped on red yet - so far 52.5 all solo, but I tend to afk a lot).
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#844
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#845
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No solo artist unless they're supremely twinked with an ungrouped healer is going to match a full group of pals xp'ing in an area.
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#846
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#847
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The greatest thing about reducing divisions of exp with additional group members is it reduces discrimination. This is great for gimped players or afk players or hybrids or whoever feared being closely examined. In past years, I've revered this experience system for this reason. BUT it changes the game.... Here's a quote from my first submission: Quote:
Beyond this, my reason for posting was if the pvp server is easier to level up in then blue because of these changes and others it might be more attractive than blue for even hte most blue players. I think some extra reward is warranted, but by all means, keep the pvp server challenging and risky. My reason for playing on pvp servers has always been the added risk of pvp, not fast leveling.
__________________
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 03:52 PM..
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#848
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Somehow I don't think we're all that much more unforgiving than blue when it comes to inefficient players. Also, soloing is totally a viable option still. Did you see that other poster who said they soloed into 50s because they afk a lot? Soloing is still faster than leveling as a bluebie, and a lot of people do it. | |||
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Last edited by pink grapefruit; 05-06-2015 at 03:55 PM..
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#849
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I'd be in more support of an overall increase to exp, but no change to group exp gain versus soloing. So if it's 20% faster to group on blue, I'll keep it that way. I'd just make levelling faster.
Why? Because monkeying with it eventually makes it so it's only remotely EQ classic. And I think increasing the exp too much is also monkeying with it, since outleveling things can be a problem too. What you have here is the fact pvp in the open world (in EQ classic especially) is unpopular. You can't make it popular without making this into a completely different game. Don't use EQ in the same sentence. I'm friendly to the "loot and scoot" thing which reduces corpse camping. But can it be exploited? While I don't like PnP's, they seem to work out well on servers which use them. But enforcement is questionable. EDIT: I made posts in the pvp section of this forum some years ago. I supported an exp increase and removing exp loss on pvp death. I also wanted a leaderboard or something. Give you an idea of where I stand. I did play on red for a while. But most of my time was on blue. On live, I was mostly pvp. I've been through everything yo ucan imagine pvp-wise. I was even corpse camped on Rallos zek early on. Here're some posts I made in the pvp section of this forum in early 2012: http://www.project1999.com/forums/sh...&postcount=509 http://www.project1999.com/forums/sh...&postcount=515 http://www.project1999.com/forums/sh...&postcount=156
__________________
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 04:22 PM..
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#850
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How is pvp in the open world unpopular? The rest of your post makes sense if you want "classic" to mean how the mechanics worked back in the day, but there's so much more to it than that. You played RZ so you know the classic FFA social scene involved a big anti-PK movement. Plus there were a lot more players to xp with back then. So the PKs were generally well-known and ostracized by the community, and there were plenty of groups happening within the anti-PK circles. I don't really like having an xp bonus at all, but it's hard to argue that it doesn't bring players together as it is now. Which is more in line with the classic experience than having everyone out soloing on a dead server and getting those easy kills on rogues and warriors whenever they're seen. The real problem is the low population, not any particular xp system. Honestly I'll never understand why the blue server gets so many more players than red. | |||
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