Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Group level difference xp nerfs - too harsh
MilosAoC
Member, Alpha Two
Our guild experienced some difficulties because of the newly introduced nerf to xp based on level difference between party members.
Our guild made some premade groups that would grind together during this weeks test. Some people didnt have a group, and we planned for those people to fill empty slots in the premade groups when people in the premade groups had to leave for a bit to level up too.
In reality it played out a lot differently.
Due to the heavy xp nerfs, it simply wasnt efficient for these lower level members to play in a party together with higher level members. They got so little xp that instead of catching up to the group, they would actually fall behind even more.
To clarify, the level differences im talkingn about here are like between 2 and 5 or so, not super big.
This was very demotivating for some of our members resulting in some of them quitting the test till phase 2.
I understand that the intent is for these players to find others, perhaps outside of the guild to group with and level efficiently. The reality however shows that people dont really wanna level with randoms when they feel like they should have the oppertunity to level with their friends.
Luckily everything is subject to change, and i fully expect these values to get tweaked in the future, just making this post to put our experience out there and spark a discussion.
Our guild made some premade groups that would grind together during this weeks test. Some people didnt have a group, and we planned for those people to fill empty slots in the premade groups when people in the premade groups had to leave for a bit to level up too.
In reality it played out a lot differently.
Due to the heavy xp nerfs, it simply wasnt efficient for these lower level members to play in a party together with higher level members. They got so little xp that instead of catching up to the group, they would actually fall behind even more.
To clarify, the level differences im talkingn about here are like between 2 and 5 or so, not super big.
This was very demotivating for some of our members resulting in some of them quitting the test till phase 2.
I understand that the intent is for these players to find others, perhaps outside of the guild to group with and level efficiently. The reality however shows that people dont really wanna level with randoms when they feel like they should have the oppertunity to level with their friends.
Luckily everything is subject to change, and i fully expect these values to get tweaked in the future, just making this post to put our experience out there and spark a discussion.
4
Comments
But with 4 lvl difference, you're not grouping. You're carrying them.
I like the mentoring Idea. leveling down your character is a way to get around leveling up/down the mob and still be able to play with your differently leveled friends.
If someone in your group happens to take a day off and not play, either your whole group has to not play or you have to find a totally new person and cut the person who took the day off from your group because you out level them and it no longer becomes viable to play/level with them due to how inefficient the XP is. This makes the game pretty anti social.
Another issue is with the recent changes, you can only level together in a group of 8 max. Previously you could have groups of 8-16 and it would be viable to do so. Now, the moment you add the 9th player to the group the XP received is reduced by around 50%, this again makes it so inefficient to level as anything but a 8man group and you're forced to tell people to find another group if they're the 9th/10th person etc.
The way the XP/Grouping worked prior two Nov 8th A2 access was fine, and the above two problems didn't exist. I am not sure why these were changed, I would recommend reverting this or at the very least tweaking it to be more forgiving.
Personally I had a consistent group and wasn't impacted by this to much, I got from lvl 0-24 over the 4 days this weekend it's more so the rest of my guild facing a lot of these issues and players getting screwed over and being forced to find new groups everyday etc as a result of these changes.