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Sabella Profile
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High level spawns not giving any XP after latest update


"Experience from spawns, beyond 15th level, has been somewhat reduced."

Actually they are giving no XP at all. emoticon
5/13/2013, 1:44 am Link to this post Send Email to Sabella   Send PM to Sabella Blog
 
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Re: High level spawns not giving any XP after latest update


Well, the intent is that higher level PCs go after large and risky targets - making experience at that point more a function of risk rather than time spent smashing lesser targets.

What spawns are they? And are you getting experience from dungeon bosses?

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5/13/2013, 10:26 am Link to this post Send Email to Numos   Send PM to Numos
 
Sabella Profile
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Re: High level spawns not giving any XP after latest update


Level 16 character vs spawns at Hospice or Gardens in both tests, neither give any experience rewards.

Tested two dungeon bosses and so far those seem to be working.

Last edited by Sabella, 5/13/2013, 2:36 pm
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Re: High level spawns not giving any XP after latest update


Regardless of whether it's working as intended or not, I'm afraid this system would make the divide between those with high levels and those who are in the mid-range even more pronounced. Brighde, for instance, is capable of taking on the enemies in some of the new explorable areas (Bloodbeast, Wyvern) and can get the XP from them, but someone with a good, but less powerful build wouldn't stand a chance.

If the intention is to encourage players to come together in a party to defeat these monsters, that is admirable. However, that doesn't change the fact that someone who is already high level can just do it on their own and continue widening the gap. I would suggest meeting in the middle: Maybe half the XP from standard enemies, but also decrease how much XP someone who is high level gets from the difficult encounters by half.

(If a monster normally gives 8xp at level 15, make it give 4xp. If a level 18-20 player kills a tough boss like the Bloodbeast in an explorable area, make it give 75xp instead of 150xp.)

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5/13/2013, 2:42 pm Link to this post Send Email to Ruby Pyralis   Send PM to Ruby Pyralis MSN
 
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Re: High level spawns not giving any XP after latest update


At higher levels a correlation between time spent grinding monsters and experience is not desirable. While some people certainly have taken ADVANTAGE of the fact that you can gain quite a bit of experience from heavy monster hunting the server ultimately isn't set up for it. Given that 18-20 is sort of the apex there isn't anywhere else to really go.

I don't know how we're going to fix the problem, but I don't want to just leave the floodgates open.

Hospice should be giving a LITTLE.

Last edited by Numos, 5/13/2013, 3:30 pm


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5/13/2013, 3:17 pm Link to this post Send Email to Numos   Send PM to Numos
 
Sabella Profile
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Re: High level spawns not giving any XP after latest update


Just a thought but... wouldn't it be easier if you just put on, say, a 1000xp per day cap (excluding DM event XP) per character after level 15?

That way non power builds or less powerful classes can get XP from spawns, and more powerful ones can go after the challenging bosses if they prefer for loot.

To do this is only a few additional lines of code to the monster death scripts, and maybe the on module entry. Just record the current XP amount, have the amount checked every time a monster dies, and if the amount surpasses 1000 then it applies a 24hour cooldown timer for XP using a 24 hour variable placed on the character.

A more precise version could use more variables to track experience over time so that the 24 hour window moves as well.

Last edited by Sabella, 5/13/2013, 6:28 pm
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Re: High level spawns not giving any XP after latest update


Well, to some extent I was alarmed by the rapid rate of leveling. But as I discussed in the past I see high level adventuring as soemthing that had ought to be more risky. That's always been the case.

Rapid advancement from 5-12 is a given if you want to smash monsters.

From 13-20 its a bit trickier. I do conceded that clerics and spellblades will have an easier time, but its supposed to be risky. You'll either want to go exploring with a buddy, or you're going to need to spend some money. You may notice that Alchemist shops now have some very potent - but expensive - potions available. Everyone has access to Stoneskin, Displacement, Death Ward, Clarity, True Strike, and Haste.

So instead of cleaving your way through werewolves you may need to risk losing some experience to the the Keeper. To prevent this you might want to drink down elemental shield, stoneskin, and whatnot. Its intended to be a gold sink.

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5/16/2013, 10:41 pm Link to this post Send Email to Numos   Send PM to Numos
 


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