atlas
Active Member
Posts: 177
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Post by atlas on Aug 3, 2008 6:51:49 GMT -5
I think the exp is fine how it is at the moment, its just some monsters are too hard and some are too easy, which like they said will be worked out in time.
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Post by Repuls on Aug 4, 2008 2:11:44 GMT -5
To me its mainly the party xp that is annoying, I get approx 1/3 less for just having someone else help....
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Post by Sojourn on Aug 4, 2008 2:18:04 GMT -5
I think xp shouldn't be limited by level difference - i hate that 5 level difference restriction...I don't see why a level 20 can't hunt with a level 3 and not gain xp....its too restricting and forces groups isolated to level differences. If we could script it to where xp remains constant no matter what type of situation you're in then it would be awesome.
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Post by Iceshard on Aug 4, 2008 8:55:45 GMT -5
Well with the level 20 helping out the level 3 some things could happen, even assuming a static XP would be asserted for any CR monsters.
1) The level 20 gets bored because he is either doing all the work, or because its to easy for him.
2) The level 3 gets slaughtered in every encounter because the level 20 takes him to his hunting grounds.
3) The level 3 cant damage most things enough to compete without serious buffs or better gear.
4) Youll see an increased power-leveling situation where the level 3 will set to follow on the level 20, and the level 20 will just kill everything in his hunting ground.
Meh it doesnt matter to me what happens with the xp or what ever over time, but its something that really needs to be worked on, especially the party xp for the time being.
-Ice
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secretmask
Active Member
Retired Dungeon Master
Posts: 143
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Post by secretmask on Aug 4, 2008 14:38:34 GMT -5
Ive been wondering if a widget culd be made for characters too unable them too gain any xp, if for intance a High level'd char culd join a bunch of low lvl's. and through using the widget he could close down his own xp intake and still let the others in the group gain their usuall xp intake, or maby have it reduced by a smaller procentage atleast. instead of letting them gain 5xp per kill with the high lvl.
Still this is a bad example, hence it wuld have many loopholes into it. but its just a though.
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Thief Of Navarre
Active Member
When you get to the end of your rope, tie a knot in it and hang on!
Posts: 78
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Post by Thief Of Navarre on Aug 4, 2008 19:53:10 GMT -5
Well ive grouped with similar leveled characters and It works fine, if your grouping with a lvl20 its called being boosted (a WoW term Im sure most of your are familiar with!). Boosting is essentially powergaming which I for one am not at all keen on! Doesnt mean I slag people who do It, I just dont do it myself!
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Post by Zealote on Aug 4, 2008 19:57:57 GMT -5
Well ive grouped with similar leveled characters and It works fine, if your grouping with a lvl20 its called being boosted (a WoW term Im sure most of your are familiar with!). Boosting is essentially powergaming which I for one am not at all keen on! Doesnt mean I slag people who do It, I just dont do it myself! *claps hands* Thats right!
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Post by deathdealer on Aug 12, 2008 13:40:05 GMT -5
I personally love the high xp, because it means I dont have to go and grind as much. I am a very busy person and when developing a character becomes a chore, its time to leave. I have been to plenty of servers that at lvl 13 you risk life and limb to get 30xp from a monster, and then for anyone who isnt a cleric is costs 200-500 gold just in healing and protective magic. Or getting 150 xp and a copper sword for killing a might dragon and spending 5000 gold in raise dead scrolls for the cleric alone. If there is concern about characters advancing too fast with high xp, then perhaps script in an xp limit of about 1000 XP a day so a person doesnt get to lvl 15 overnight. But beyond that I like being able to log on, get 500 - 1000 xp in an hour, then spend time to roleplay, and have time to get on with the rest of my life, instead of being frustrated and getting 100 xp for every 50 goblins I kill. The only other idea I have to controlling the rise in levels is having a longer respawn time, because right now its like every 30 seonds, if you have it so creatures respawn in 5-10 (or more) minutes then a character wont be able to just farm for hours on end (though if thats how they want to spend thier life, so be it). I just wish there was more loot
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Post by DEV Akavit on Aug 12, 2008 21:06:42 GMT -5
I too, would like to see some kind of change in the XP system. It was rather disappointing to find that my 6 fighter/1 wizard character only got 66xp for killing a wyvern in an extremely risky encounter. If I were to keep taking him to such fights, he would lose experience do to death occurring every three battles or so. The combination of an xp penalty and low xp mean that grinding is the only viable way to level. What I would like to see is a system that dramatically lowers the xp value of low level monsters but multiplies that of the tough ones.
Now my character can slaughter goblins all day long without trouble. 5xp would be more appropriate for them instead of 33-66xp. If a player were rewarded enough, it would be far more interesting to travel in the more dangerous areas rather than playing it safe in goblin land.
Perhaps the minimum xp should be dropped to 1 instead of five. It seems kind of odd that someone could learn anything by running circles in a bandit cave, whacking helpless thugs.
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Post by deathdealer on Aug 12, 2008 21:14:02 GMT -5
minimum of 5 is fine...but I really do like that low XP for pathetic creatures, but multipliers for extremely risky encounters...
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Post by DEV Akavit on Aug 12, 2008 21:41:28 GMT -5
but multipliers for extremely risky encounters... By that did you mean: "but multipliers for extremely risky encounters?" My reasoning behind this suggestion is that great risk should bring great reward. Playing it safe shouldn't always result in a bigger reward than taking chances. With the way the xp works at the moment, why would I spend twenty rounds in front of a wyvern, enduring wounds and poison, merely to end up with less xp than I could get from launching five arrows at a pair of goblins? Oh, and the goblins don't make me waste money on purchasing potions either.
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Post by Zealote on Aug 12, 2008 21:45:47 GMT -5
Yes you are correct. This problem has been pointed to the DMs, and our benefactors are at work to bring this to a balance. I posted this issue sometime ago, but it was about the Hill Giants. If you dont know them, i suggest you go to Nashkel to check it out. (im kidding, dont go there). This will be sorted out soon, Dont worry.
-Raffael
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Post by DEV Akavit on Aug 12, 2008 22:05:28 GMT -5
Yes you are correct. This problem has been pointed to the DMs, and our benefactors are at work to bring this to a balance. I posted this issue sometime ago, but it was about the Hill Giants. If you dont know them, i suggest you go to Nashkel to check it out. (im kidding, dont go there). This will be sorted out soon, Dont worry. -Raffael Good. I'm glad it's being resolved. If it works well enough, I might save up the money to buy some nice gear and potions, then head out to bag a giant. Even if I get slugged in the process, I would enjoy it as long as I knew that I could've gotten 1000xp for pulling it off. I haven't checked them out as of yet though, so I doubt such a venture would even have a chance of success. Still...I might get lucky and roll straight twenties! As long as I am posting, I think that anyone should be able to join any party. One thing I like about this server is the freedom to go places and do things. Power-leveling is easily taken care of, just give low-level characters 5xp per party kill as long as there is a character of much higher level in the party. The high-level character should still get his solo xp. The greenhorns learn something from watching the masters, but not too much since they little of the work themselves. The lack of incentive will probably eliminate most instances of low and high level party mixes. But there are likely times when such a party would provide great rp material. For that reason, I would prefer no forced restrictions.
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Post by gcjohnson on Aug 13, 2008 4:35:39 GMT -5
Just a thought, could the widget to turn off gaining xp, convert xp to gold? Ive noticed that (after playing for a week or so) gaining money on this server is a long and arduous process and magical items, while available in stores, are not often found in loot. So an xp to gold conversion may help? Or even a script that only allows 1 lvl up per 24 hour period, but if you stay playing any xp earned is turned to gold. I, like many others, have limited time to play online, and like to see my character grow and develop, but if i levelled, and could not level for a day, i’d still be happy ‘adventuring to pay off those Gloves of the long death i really want’. So is that a possibility?
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Thief Of Navarre
Active Member
When you get to the end of your rope, tie a knot in it and hang on!
Posts: 78
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Post by Thief Of Navarre on Aug 13, 2008 5:22:03 GMT -5
I remember on a NWN1 PW I used to play where one of the characters killed a Black Dragon farrrr above her level. It was quite a feat, but the way the XP worked on there when she killed it (she was a Druid/Shifter 21st) because of the CR difference she got about 300,000xp for it!
In essence bringing her from 21st level to about 36th I believe.. I think if you were to make XP relevent to CR you would have many such scenerios with an player skilled in what they do (Fighter/Mage/Eldritch_Knights in particular!).
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