that I'm used to from my favorite game.
Ace1234 wrote: » @Azherae that I'm used to from my favorite game. What game if I may ask?
Azherae wrote: » So, one of the things I liked most about Alpha-1 was that it used the EXP per kill system that I'm used to from my favorite game. Kill an enemy at your level solo and get 100 exp. Kill an enemy 5 levels above you solo and get 300-400 exp. Kill an enemy 8 levels above you solo and get 550 exp (it seemed like it capped here, so I didn't bother killing things 9-10 levels over, and they were hard to find because technically unless you sat around waiting for exactly those ones and only those ones, you'd level up too fast to get good data). But Intrepid is always taking feedback and things are always subject to change, so I'm kind of interested to know if most people would want this changed, since I'm still really looking forward to it. Games that just give a relatively flat exp value per enemy tend to have 'grind efficiency calculations' that I dislike, but maybe I've just never experienced it in a good way?
Depraved wrote: » Azherae wrote: » So, one of the things I liked most about Alpha-1 was that it used the EXP per kill system that I'm used to from my favorite game. Kill an enemy at your level solo and get 100 exp. Kill an enemy 5 levels above you solo and get 300-400 exp. Kill an enemy 8 levels above you solo and get 550 exp (it seemed like it capped here, so I didn't bother killing things 9-10 levels over, and they were hard to find because technically unless you sat around waiting for exactly those ones and only those ones, you'd level up too fast to get good data). But Intrepid is always taking feedback and things are always subject to change, so I'm kind of interested to know if most people would want this changed, since I'm still really looking forward to it. Games that just give a relatively flat exp value per enemy tend to have 'grind efficiency calculations' that I dislike, but maybe I've just never experienced it in a good way? eh it doesn't really matter because you can always change the amount of exp you need per level. also, the exp per hour is more important. if you are level 10 and a level 10 mob gives you 100 exp but a level 15 mob gives you 500 exp...when you reach level 15, should that mob give you 100 exp and a level 20 should give you 500 exp? it the exp was flat, the level 15 mob would still give you 500 exp...and leveling from 15-16 wont necessary take 5x the exp from 10 to 11. it might even be faster to kill mobs your own level, or 1-2 levels below. and If you are in a group, each member will receive reduced exp. so you can't really make a decision by looking at the system in isolation. you have to look at how it interacts with other systems as well.
Azherae wrote: » Depraved wrote: » Azherae wrote: » So, one of the things I liked most about Alpha-1 was that it used the EXP per kill system that I'm used to from my favorite game. Kill an enemy at your level solo and get 100 exp. Kill an enemy 5 levels above you solo and get 300-400 exp. Kill an enemy 8 levels above you solo and get 550 exp (it seemed like it capped here, so I didn't bother killing things 9-10 levels over, and they were hard to find because technically unless you sat around waiting for exactly those ones and only those ones, you'd level up too fast to get good data). But Intrepid is always taking feedback and things are always subject to change, so I'm kind of interested to know if most people would want this changed, since I'm still really looking forward to it. Games that just give a relatively flat exp value per enemy tend to have 'grind efficiency calculations' that I dislike, but maybe I've just never experienced it in a good way? eh it doesn't really matter because you can always change the amount of exp you need per level. also, the exp per hour is more important. if you are level 10 and a level 10 mob gives you 100 exp but a level 15 mob gives you 500 exp...when you reach level 15, should that mob give you 100 exp and a level 20 should give you 500 exp? it the exp was flat, the level 15 mob would still give you 500 exp...and leveling from 15-16 wont necessary take 5x the exp from 10 to 11. it might even be faster to kill mobs your own level, or 1-2 levels below. and If you are in a group, each member will receive reduced exp. so you can't really make a decision by looking at the system in isolation. you have to look at how it interacts with other systems as well. Right, but my point was, I know how this system works already, I was just 'experiencing a thing I'm already used to'. Also, groups get multipliers. This is true in both Lineage 2 and FFXI, which is why when NiKr taught me this, I became more confident that it would stay. Can I at least assume that you don't care and therefore aren't going to complain if it works the way it 'worked in Alpha', the way I like? NiKr's point that people just target the easiest mobs is absolutely true, but it also helps with this, because what's easy for me isn't necessarily easy for a Tank, and so on. The last thing I want to see is 'let's fight these because they give the most exp, so let's try to get a standard group that are good at fighting this enemy type'. The freedom to go around learning 'what mobs you are good at fighting' and things like that was always a joy to me.
Azherae wrote: » Also, groups get multipliers. This is true in both Lineage 2 and FFXI, which is why when NiKr taught me this, I became more confident that it would stay.
Azherae wrote: » Kill an enemy at your level solo and get 100 exp. Kill an enemy 5 levels above you solo and get 300-400 exp.
Gui10 wrote: » EDIT: for group xp, I am of the opinion that it should be 100% proportionally diluted. Giving bonus xp to groups is an unfair advantage against solo payers, considering killing mobs as groups is ALREADY an advantage because you can kill more in a same period of time, even when comparing xp/minute rate, most of the time. Same for killing mobs that another player (not in group) also damaged, it should be combination proportional to damage dealt and damage received because if not, then people will abuse the mechanic (they will fight together but not group). Reason I add damage received if because healers and tanks dont deal as much.
NiKr wrote: » Gui10 wrote: » EDIT: for group xp, I am of the opinion that it should be 100% proportionally diluted. Giving bonus xp to groups is an unfair advantage against solo payers, considering killing mobs as groups is ALREADY an advantage because you can kill more in a same period of time, even when comparing xp/minute rate, most of the time. Same for killing mobs that another player (not in group) also damaged, it should be combination proportional to damage dealt and damage received because if not, then people will abuse the mechanic (they will fight together but not group). Reason I add damage received if because healers and tanks dont deal as much. What if there was no higher lvl multiplier for groups? So your best multi in a group would be x2, while skilled solo players could go up to x3-4.
NiKr wrote: » What if there was no higher lvl multiplier for groups? So your best multi in a group would be x2, while skilled solo players could go up to x3-4.
Nerror wrote: » I think it should always be a net positive to grind xp in a group, even if it's just 2, 3 4 people.
NiKr wrote: » Nerror wrote: » I think it should always be a net positive to grind xp in a group, even if it's just 2, 3 4 people. I'm kinda against small parties having x1.+ because this would probably lead to 2-3-man groups just farming solo mobs super fast with better xp than if they were doing it solo. And this usually destroys the whole point of a solo location. People can always find a group in a solo location, but when they do they should be highly encouraged to move to a better location because they can now farm better mobs. Also, while we're on topic of group vs solo farming, should drop rates get tuned to the player amounts too or should they always stay the same? I'm not completely sure which one I'd prefer. I'm used to static rates, but I'm also used to killing huge groups of mobs rather than just farming one at a time (outside of when I try to kill group mobs solo).
Azherae wrote: » Also, FFXI's exp system leads to a lot of flaws in player behaviours related to grouping that I am hoping Ashes will solve (though, by claiming that the optimal party size is 8, they have added a great challenge to their own design that I'm very interested to see the solutions for)
NiKr wrote: » Azherae wrote: » Also, FFXI's exp system leads to a lot of flaws in player behaviours related to grouping that I am hoping Ashes will solve (though, by claiming that the optimal party size is 8, they have added a great challenge to their own design that I'm very interested to see the solutions for) Btw, I read a bit of that link and saw the XP chain mechanic. Would you want that in Ashes or is that one of the things that wouldn't work here? I'm a bit torn on this one too, cause it both encourages higher lvl players to help out lower lvled ones, but also helps out bots farmers level up their bots way faster. I'd probably assume that the first outweighs the second one in its overall usefulness to the game, but I'm not sure. We also don't know how the mentor thing will work, so this kind of interaction might already be present in the game's design.