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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Risk & reward not working
Asraiel
Member, Alpha One, Alpha Two, Early Alpha Two
i dont know if its a bug or if the settings are wrong. During the testing i killed severl Mobs with 2'000-5'000 hp and 5+ to 8+ mobs but ofthen i did get the same amount of xp as if the mob would be one with only 200 HP and often didnt get something to loot ether. for me i was risking a lot more but didt get any sort of reward that honored the risk i took.
i didnt report it in game cause im not shure if this is the cause of a bug or of a setting
i didnt report it in game cause im not shure if this is the cause of a bug or of a setting
3
Comments
My experience as well. When I stopped trying to do anything challenging and just grinded mobs in the Cave for about 1 hour, I was easily able to afford a mount, crafting tools, and some armor upgrades without issue just by selling what I looted.
Makes it seem more like the grindfest MMOs that come to the west.
the regular mobs ofthen gave me also around 200xp by haveing around 400 hp so grinding them was more rewarding even do the risk was very low.
for leveling up its problably the fastest to simply find a good spot with easy to kill mobs that give a lot of xp for me i found one close to Drythorn Node with the mobs giveing 550xp each. but i also heard that towering trolls have a nice spot with giving around 800-1000xp per mob so team up with a healer and grind them is problably way faster than doing quests. since there are only a few quests to make but they haveing at least a decent loot and xp reward.
but need to mention that xp gain from farming ressources wasnt active once that get activated it will also give a bonus on xp farming.
but in the overall i hope that some ajustments were made for the 14. july when the monthly long test starts. wouldnt care if its for testing purpose a bit to high on the xp and loot reward. thatway many more players will be able to test more of the stuff that cost you ingame money, which would result in better testing quanteties.
cant count how many times i heard Steven mention the risk & reward in streams so i have solid hope that it will be better the next test.
I actually felt a bit penalized for helping other players. If I killed a mob myself 100xp, if I ran by and slung some spells to be a good neighbor, 12xp. We weren't partied, so I couldn't see the other player xp, but if xp decreases for helping behavior... well that might be kind of toxic.
Another thought, @Asraiel you mentioned killing 5+ mobs, I could be misinterpreting, but I believe mobs with the level(+) are elites. While I agree we should get more xp, I'd be okay with equal xp if they have elite loot in later patches.
i dont know how the heal is counted forward on a killing so best u need to test it by only heal players that killing a mob if u get xp then heal counts if not then not implemented yet.
alldo i must say i find it nice that doing dmg to a mob makes it allredy count for quest so no need to kill them and also the xp split on dmg made. the roll on items on loot may be anyoing on random but its allredy nice that it doesnt blop on if in groupe and that also finishing quest does work for the groupe. realy some nice features.