Exp change on test

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Exp change on test

Post by Aabidano »

May 27th, 2003
-------------------------

** Experience System Change - Grouping **

We've made some improvements to the way experience is rewarded in all of EverQuest. At its core, the idea is to positively reinforce grouping. There should never be any penalty to adding "that sixth person over there," whatever class they may be, into your group. That is exactly the type of behavior that should be rewarded.

In a massively multi-player game, any mechanic that penalizes those who group is one that we need to take a serious look at. While there are definite benefits to forming "well balanced" groups in terms of damage, tanking, healing, and support, there shouldn't be an active penalty to those who cannot find groups of "optimal" balance.

As it stands in EverQuest, groups gain a 2% to 20% experience bonus, which we refer to as the "group bonus", for having two to six members. In practice, however, this has never been much of a bonus, even in the case of a full group, given that the experience was already being divided six ways.

In the past, we had also attempted to reward people for adventuring in the more challenging Planes of Power zones by making those zones give a better rate of experience.

As of this update, groups now gain 20% to 80% "group bonus" experience for having two to five members.

Full, six-person, groups now see an additional bonus. Their experience is only divided five ways, yet they still gain the 80% "group bonus." For those who think in terms of pie charts, it amounts to a larger piece of a larger pie.

Accordingly, the bonus inherent to Planes of Power zones will be decreased slightly. However, as long as person is grouped with at least one other, they will see an improvement in experience gain over the old system. The one down side to the new system is that there will be a slight decrease in experience for those who do not group, and only for those who do so in Planes of Power zones.

We realize that we are, essentially, "manufacturing" a new type of experience after a kill. As players, we also understand it is the people who spend time in full groups who have to deal with the most interruptions and setup time caused by organizing the extra people. It simply makes sense to reward that extra time, especially if it means bringing more people together. After all, that's the whole point.

We look forward to seeing how these changes play out on Test Server.


** Experience System Change - Level 60+ **

In addition to the above changes, we have increased the range of NPC levels that give a person experience after they reach level 60. The "blue to 65" range has been increased as far as level 50, with the "light blue" range extending to level 45. The best benefits, however, are still for fighting things around and above your level.

The world of EverQuest, at this point in its history, is truly immense and full of the best and most interesting content and visuals out there. Ideally, when a person logs on they should have a wide array of places in which to adventure. The addition of new content shouldn't entirely obsolete what already exists. Hopefully these changes will once again make that the case.


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Post by Fairweather Pure »

Fuck.
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Post by Ajran »

If this goes in exactly as stated i'm looking forward to it immensely.. gone will be the days of having to sit my cleric ungrouped from my mage so he can get full xp..

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lol

Post by Sendarie »

Wizzies, necros and droods all over can be heard crying tonight.
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Post by Fairweather Pure »

Wizzies, necros and droods all over can be heard crying tonight.
Don't forget Bards and Enchanters too. All solo capable classes should lube up and grab your ankles. Everyone else be prepared to only get the same amount of exp as you're getting now in a full group. Sugarcoat it all you want, but this was nothing more than a nerf to PoP exp across the board.
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Post by Voronwë »

it makes sense really. i'm not saying i like it all that much, but it makes sense. lots of soloers means content is used amongst a smaller total # of players. So to increase the players actively using content, you encourage grouping, thus keeping people from bitching about stuff being overcamped.

it may be something that is necessary. I personally have much more fun grouping than soloing, but i will be disappointed if a killer solo spot for me gets a big nerf. will just have to see.
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Post by Aabidano »

I'd guess it's a minor nerf to soloers. Depending on how much they lower PooP exp rates of course.

Someone posted this on the bst board, seems correct to me:

1 person = 100% of the XP per kill
2 people = 60% each
3 people = 45% each
4 people = 37.5% each
5 people = 33% each
6 people = 36% each
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Post by Fallanthas »

Everyone else be prepared to only get the same amount of exp as you're getting now in a full group.
Yes, obviously an 80% full group bonus is going to net a zero increase.


/boggle
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Post by miir »

Fairweather Pure wrote: Don't forget Bards and Enchanters too. All solo capable classes should lube up and grab your ankles. Everyone else be prepared to only get the same amount of exp as you're getting now in a full group. Sugarcoat it all you want, but this was nothing more than a nerf to PoP exp across the board.
Now that I'm playing a class that can solo in POP, I can understand why they are FINALLY making this change.

Soloing XP is way too high in POP.

I can kite yard trash in PON for 1% per kill (5 mins)
or
I can join a group and kill the yard trash for .2% per kill (2-3 mins)

Why would any soloist ever want to group when there is such a heinous penalty for grouping? I could use examples from POS/V but it would just piss people off even more.

It took me 4 months to go from 55-62 on my paladin (when I came back to EQ). It took me 7 weeks to go from zero to (almost) 62 on my bard. That should give you an idea how fucked up the balance is between solo and grouping.


I prefer grouping and raiding.
I look at soloing as something to do when I can't get a group...
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Post by Ajran »

if this line is true.
Accordingly, the bonus inherent to Planes of Power zones will be decreased slightly. However, as long as person is grouped with at least one other, they will see an improvement in experience gain over the old system

then this statement
Everyone else be prepared to only get the same amount of exp as you're getting now in a full group
holds no water.. now remember i said *IF* because I realize this is Sony we are talking about..

using the percentages in aabidanio's post which are somewhat close but off by a couple % and then comparing it to the amount of XP you USED to get in that same group.

if i remember correctly the old grouping bonus was 2, 4, 8, 10, 20%

1 person = 100% each old = 100%
2 people = (100%+20%)/2 = 60.0% each old = 51%
3 people = (100%+40%)/3 = 46.6% each old = 34.6%
4 people = (100%+60%)/4 = 40.0% each old = 27%
5 people = (100%+80%)/5 = 36.0% each old = 22%
6 people = (100%+80%)/5 = 36.0% each old = 20%

the XP% for 5 vs. 6 people in the new system shouldn't change .

basically its an 9-16% increase in xp across the board except for the soloer if xp wasn't lowered as well.. now if the first statement is true and a group of 2 will still see better XP over the old system with a group of 2 even with the PoP bonus lowered then it stands to reason that the xp modifer of the pop zones can't be reduced by more than 8% since the difference between the new and old is 9%

which means that the soloer at worst would get 8% less XP then they previously were.. so it now takes you 15 minutes + 8 % longer to get an AA point so now it takes you 16.2 minutes for an AA.. boo fucking hoo.. one extra kill.. even if it took you an HOUR to solo an AA point your talking an extra 4.8 minutes.

basically a group of 5 or 6 has to kill 3 times as many mobs as a soloer to get the same XP. whereas under the old system they had to kill 5 times as many mobs.. the full group will get the most benefit obviously because adding the 6th person increases the number of mobs you can kill while not taking any additional XP away from anyone else..

even if I solo'd this would not bother me in the slightest..

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Post by Vailex Darkfury »

We were screaming for this kind of change a looooong time ago but they didnt listen. Changing the range of blues to 60+ is sweet as well. Spreads the population out a little bit more rather than cutting 75% of the content off when you hit 62.

Though much more has changed im sure. I havent played in a long time.
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Post by Fairweather Pure »

Myself, as a druid, will not be getting the same amount of exp per hour/day/week as I would be. It is a nerf to me, hands down.

One hand giveth while the other hand taketh away. That's the way it works with this game.

If they really wanted to do the right thing, they would've left the solo exp the same and still add the grouping bonus. There, everyone is happy. Instead, they chose a huge nerf to soloers, while groups will be pretty much breaking even. Don't believe me? Stop guessing and making calculations based on false assumptions and go read the actual figures from people who play on test. Every class board is full of them right now.

Of course, we'll all see the results when this goes live. Just be aware that, as usual, Sony is making a bad thing sound good. I'd figure that most of you would've figured out long ago that is rarely the truth.

This exp change, when added to the charm exp nerf they did a couple of weeks ago, makes my exp nerf rate right around 50%. Fucking 50% less exp per kill solo. You don't think I have a right to complain about that?

This as a thinly veiled nerf on soloers, nothing more. They're not giving anyone more exp than they are getting now, that is why all the PoP ZEMs got decreased. Think, dammit! Think!
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Post by Rojer »

Fair, u wanna talk about fairness? How fair is it that a druid in my guild can get over 1 aa an hour without an incredibly hard amount of work. Where as me, as a paladin, I have had to deal with the hybrid xp penalty (which was removed, but still it was something I had to deal with) then on top of that, even if I am in one ninja ass group, with all lvl 65 100+ AA hardcore people, I still have trouble getting even 1 AA an hour, maybe I am in the wrong zones, or something, but I have never seen 1 aa an hour, and if I did, it took one awsome group in one awsome area, nothing even remotely as easy as a druid who CONSISTENTLY without effort, gets over 1 AA an hour.

Now please, tell me about fairness.
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Post by VariaVespasa »

Fairweather- Pay attention you drivelling loon- Assuming what theyve said is true about a 2-man group getting more exp in PoP after the change even with the lower ZEM then they ARE giving groupers more exp. Granted they may hose the code for a while and take some time to get it sorted out properly, but the stated mechanics are a significant increase in PoP exp, and an even more significant increase in pre-pop exp. Groups will be doing just fine out of this, if the code matches the stated mechanics. Soloers, well they didnt say what the "small" penalty is, so wait and see on that one. But us groupers? Peachy thanks. :) Dont like it? Find another soloer working in the same area and group with him, and then both go about your seperate soloing business as normal- you'll gain an exp boost too!

Hell, with the expanded exp range you can even get exp while camping your charms I betcha! (I got a little doing that even at 65 as it is)

*Hugs*
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Post by Fairweather Pure »

Rojer, that's penis envy, plain and simple. All classes have thier ups and downs. And for the record, druids are far from the best soloers in this game. Druids just started out with a bad rep, while asshole bards and wizards are curently making up for lost time.

I only speak for myself. Getting a group is tough. Lately, I'm also having irregular playtimes. Not everyone solos because they want too. Many of us solo because we have too. This exp change does not help my situation at all. Quite the opposite in fact.

Remember, Sony had the option to simply give groups more exp, but instead went out of thier way to screw me and others with my playstyle. You'll not be getting giggles and happiness out of me.
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Post by Fairweather Pure »

Varia said:
Assuming what theyve said is true...
well they didnt say what the "small" penalty is, so wait and see on that one.

Fairweather said, 2 posts prior:
Stop guessing and making calculations based on false assumptions and go read the actual figures from people who play on test. Every class board is full of them right now.
Do some research and you'll learn a bit more as to why I'm being a "drivelling loon". This hits me harder than most.
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Post by Rojer »

Fair, when did I say that I wish I was a druid? If I wanted to be a druid I would restart, grab kei and solo my way to 65 in like a month. I love to be a paladin, I would not choose another class in a million years, but I do think thats its unfair that u guys have such easy time soloing whether u want to or not, no one ever said paladins or rogues hell I even know skilled clerics who sometimes take 20 mins to find a group. Getting groups is hard no matter what class u are, but at least as a druid u have the OPTION to solo, whereas a paladin? WTF am I gonna solo that isnt light blue or 1 kill per half hour for gratz me 4% xp.
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Post by Draaxx »

Quit your damn bitching, Fair. You will hardly lose any xp from soloing which is crap in itself (see rojer's post).
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Post by miir »

Maybe it's hard for you to get a group because you don't even bother looking. Seriously... why even bother putting on LFG when you can get 100-150% more XP soloing?


If they really wanted to totally nerf soloing, they would have made all POP mobs immune to snare/root and have them dispel themselves.

A small drop in solo XP and a big boost in grouping XP is a positive change for the majority of EQ players.


If they boosted up group XP per kill to match solo XP per kill, it would make leveling too easy. Leveling up in EQ is no longer a challenge... which it should be.
Complete newbies can get 50+ in a month or 2... we have 2k HP warriors who think they can tank POP mobs wearing crafted and wielding 2 lamentations and clerics who think they can start their CH at 25% HP.
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Post by Xzion »

with this change, i wonder if i can get good exp going to like akheva and beating the living shit outa like 3-5 centis a minute with about 2 mins downtime every 10, being a well equipt 65 mage
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Post by Ajran »

okay lets plug some numbers in to the formula then.. and see what happens..

i am not going to include Zem's we'll just assume its a constant as it would be the same wether you are solo or in a 6 person group..

lets say mob x gives 10000 XP.. since the Zem is the same for everyone in the group under the OLD percentages. 2,4,8,10,20

solo = 10000 XP
2ppl = 5100 XP each
3ppl = 3467 XP each
4ppl = 2700 XP each
5ppl = 2200 XP each
6ppl = 2000 XP each

Under the new percentages 20, 40, 60 , 80, 116%

where did i get 116% for a 6 person group? if you multiply out the numbers for the 6th person being added and no XP loss you can calculate what the actual modifier is for that 6th person. since an extra 1/5th of XP is basically pulled out of thin air..

solo = 10000 XP
2ppl = 6000 XP each an 18% gain
3ppl = 4667 XP each a 35% gain
4ppl = 4000 XP each a 49% gain
5ppl = 3600 XP each a 65% gain
6ppl = 3600 XP each an 80% gain

now lets assume they lowered the ZEM for this particular zone.. if they lower the ZEM by anything more then 17% then yes they lied since they stated a 2 person group would see an improvement over the old system.

if 17% is the magic number they lowered the ZEM then that equates to killing 6 mobs vs 5mobs solo 5x17= 85 6x17=102.

again this is all making the assumption that the percentages listed are true and accurate and also assuming that the satement about a 2 person group seeing more XP under the new system is also a true and accurate statement.. wether they are or not i can't comment on since i don't play on test.

In any case the group bonus was long overdue for an overhaul.. 20% extra XP ona kill when your dividing it between 6 people is no where near a bonus of anykind..

Personally i like the change though i would prefer a more balanced solution in that the zems stay the same but make the group bonus more like 10, 20, 40, 60

keep the zem the same but make the group bonus a little smaller then what is proposed, essentially still producing the same amount of XP as the current changes would have.. it benefits the people who like to group without punishing people who either like to solo or have to solo because of time contraints.
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Post by kyoukan »

EQ has always been a game where the design philosophy was to reward groupers and punish soloers. If so many people were soloing then I can see why they nerfed it. You aren't really supposed to solo at all.
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Post by Sylvus »

Fairweather Pure wrote:I only speak for myself. Getting a group is tough. Lately, I'm also having irregular playtimes. Not everyone solos because they want too. Many of us solo because we have too. This exp change does not help my situation at all. Quite the opposite in fact.
I disagree and say that this exp change does help your situation. As of right now, it's hard to find a group because there is no added bonus to having more people in the group. Seeing how you're a druid, if a group of 5 already has a tank, slower, cc and a couple other assorted people, there is currently no reason to fill the last spot with a druid. You aren't going to significantly increase the kill time (or at least that's the perception of those less fortunate people who don't play druids ;) ) and you're only going to be eating some of their exp. With the proposed change making it so you aren't taking any exp for filling that 6th spot, perhaps even getting everyone more exp, you'll probably find it quite a bit easier to find a group. Just wait until the change is made, and if it sucks, then bitch about it. Quit reading the druid's grove! =P

Who wants to solo, anyway? It's like the most boring thing to do in the whole world.
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Post by Dregor Thule »

Let's go ahead and degrade this post down to the level of what a VV thread should be.

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Post by Fairweather Pure »

With the proposed change making it so you aren't taking any exp for filling that 6th spot, perhaps even getting everyone more exp, you'll probably find it quite a bit easier to find a group.
This is actually a good point, and one that I have thought about. We'll just have to wait and see how the masses handle the situation. Regardless, it's a rather big change for me personally. I try to group exclussively with guildmates. When there is no room, I solo or log. Occasionally I /lfg, but I really fucking hate waiting to exp.

Anyway, if I can't get guild groups due to numbers, I'll find a work-around. Hell, half of the challenge to EQ is learning to work with all the nerfs they throw at us.

I stand-by my right to fucking bitch all I want in the meantime ;)
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Post by Truant »

I would like to flex my right to bitch that classes are not balanced because I cannot solo and get 12 aa's an hour like other classes can. This isn't fair, and I'm going to sit in the corner and cry until you make it so.

I just felt like being sarcastic. Hi :)
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Post by Searyx »

Seems like a positive change to me. They're trying to close the gap between Enchanters that Solo and Duo and Full Groups of mixed classes.
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Post by EviliaeSoulmender »

People on test are reporting, no noticable difference in full group exp, big drop in solo exp. Just picked this up reading the other boards.
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Post by Fairweather Pure »

Get this, Sony didn't put the group bonuses into the test patch. OOPS

The data that is being posted all over the Internet is accurate. We'll have to wait and see what the difference is once Sony repatches and puts the exp modifiers back into the game. Of course, it took the players to point this out to them ;)

Sony: It's live on test.

Players: No it's not.

Sony: Yes, it is.

Players: Here's the data that proves you wrong.

Sony: .... We'll repatch tomarrow.
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Post by Ennia »

love the sig Fair!
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Post by Aabidano »

As I usually play with myself.... errr... dual box, it's nothing but good news for me.

I'll join a group/invite folks if any are looking, but no one seems to be LFG most places I like to go. It's all soloers/farmers and BYOG for the most part.
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Post by VariaVespasa »

Well yer a loon 'cause everyone knows that SOE has a history of often hosing up the code on things like this at the start, and youre going bananas at the first implementation. The stated mechanics are a clear and significant boost in exp gains, so give it a couple weeks for them to tweak it to get the code working properly before pronouncing suckage on the effects. Yes, you can pronounce suckage on SOE for hosing the code initially, like that wasnt a pretty safe bet, but you cant legitimately pronounce suckage on the stated intent yet. /Boink

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Post by Mr Bacon »

i<3exp
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Post by Pilsburry »

Aabidano wrote:I'd guess it's a minor nerf to soloers. Depending on how much they lower PooP exp rates of course.

Someone posted this on the bst board, seems correct to me:

1 person = 100% of the XP per kill
2 people = 60% each
3 people = 45% each
4 people = 37.5% each
5 people = 33% each
6 people = 36% each
arjan wrote:1 person = 100% each old = 100%
2 people = (100%+20%)/2 = 60.0% each old = 51%
3 people = (100%+40%)/3 = 46.6% each old = 34.6%
4 people = (100%+60%)/4 = 40.0% each old = 27%
5 people = (100%+80%)/5 = 36.0% each old = 22%
6 people = (100%+80%)/5 = 36.0% each old = 20%
My calculations:

NEW
1 person = (100%) / 1 = 100%
2 people = (100% +20%) /2 = 60%
3 People = (100% +40%) /3 = 47%
4 People = (100% +60%) /4 = 40%
5 People = (100% +80%) /5 = 36%
6 People = same as 5 = 36%

OLD
1 person = (100%) / 1 = 100%
2 people = (100% +2%) /2 = 51%
3 People = (100% +4%) /3 = 35%
4 People = (100% +6%) /4 = 27%
5 People = (100% +8%) /5 = 21%
6 People = (100% +10%) /6= 18%

CHANGE 1 (percent change of total kill exp)
1 person = 100 -100 = 0%
2 people = 60 - 51 = 9%
3 People = 47 - 35 = 12%
4 People = 40 - 27 = 13%
5 People = 36 - 21 = 15%
6 People = 36 - 18 = 18%

CHANGE 1 (percent increase over old percent)
1 person = 100 /100 = 0%
2 people = 60/51 = 18%
3 People = 47/35 = 34%
4 People = 40/27 = 48%
5 People = 36/21 = 71%
6 People = 36/18 = 100%

I feel that last set of numbers is the most important. A 6 person group will get DOUBLE the exp they did under the old system.

I wasn't a math major so feel free to double check and challenge my figures. As you will notice the numbers I posted are different for the new differ from what aabindano posted. And though me and Arjan agree on the new numbers we disagree slightly on the old.

----------------------------------------------------------------

Keep in mind your rate of kill increases per person added unless the member is AFK, in which case...give him the boot if it's excessive. It's more then just adding the dmageof the other player....the mob usually only outputs damage on one player (although the solor's usually avoid damage almost entirely, it was not intended for them to do so) so the healing in a 6 person group is less because it only damages one person at a set rate, but it is killed much quicker. Also the tanker is probably more specialized (a warrior with the better gear and AA's). The healer is probably more efficent (a cleric), you proably have some form of haste and mana regen thus allowing you to damage even quicker, and a form of slow on the mob.....plus someone can pull while you med.

It was always a better idea for the majority of classes to group in EQ. The risk was lower, the work was lessened and you got good exp....a few classes however were able to avoid the damage done to themselves, mooch buffs off fellow players that they would not normally have (HP buffs, run speed, mana regen...sometimes even heals) which would allow the solo'r to improve thier exp rate at the cost of the other people in the zone......not to mention the trains.

I'm obviously retired but I do feel this change is going to be good. Solo exp will not change execpt in PoP, where the zone modifier is going to be lowered...but then again the groups will feel that effect also, the new group bonus will definately offset it....but it will be noticed.

Don't forget the change to mobs you can get exp off at level 60+ changed now, there is a wider margin on blue mobs, and light blue. I beleive light blue gave what like 50% exp instead of the full amount? Anyway....more classes can solo now at 60+, and they can solo on mobs that were previously light blue w/o that penalty because they are blue now.

The overall effect I think this will have is perhaps a shift of more solor's to older pre-PoP zones, and also a greater likelyhood they will both look for a group...and find one.

This didn't nerf solor's EXP, it increased group exp so non-solo-capable classes can now approach the exp gain rates the solo'rs have always had.

I don't see anything wrong with that.
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Post by Pilsburry »

Another side effect is if those solo classes start grouping even at low levels, when they get to the high end game they won't be fucktards on raids.

What do I mean? Ever see wizards, necros, and druids over agro early in an uber-encounter? Or druids not healing when the cleric is OOM or over taxed? Wizards and druids runing in circles with mobs chasing them?

It's because they are used to solo kiting instead of grouping. That's how they are taught to react to that situation, burn it quick and hard, run around if you get hit.

Most solor's learn how to handle raid encounters different than solo exp fairly quickly....some do not.
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Post by miir »

Wizards and druids runing in circles with mobs chasing them?
Ahem, thats a required tactic in some encounters.
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Post by Fairweather Pure »

Unfortunately, there will always be fucktards on raids no matter what.
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Post by Sylvus »

And sometimes they are clerics!
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Post by Pilsburry »

Hey Mirr, maybe I'm talking about in encounters where it is inappropriate?

And yes Sylvus..sometimes it is clerics.....sometimes we over agro (but we really have no control over that, especially in heal rotations)....butwe really shouldn't run in circles when we get agro..if anything I usually ran towards the mob and meet it half way....so we would lose less DPS then if it ran all the way to me. Although usually I would just be summoned..then I might take a step backwards...just so the MT was closer than me

And yes, Fairweather we will always have fucktards on raids, some people just aren't very bright.....but if we encourage goruping more on the solo classes, they will be more educated, the ones of average intelligence or better will benefit from this. And most of the lower intelligence ones.....but not the really stupid ones.

Well not necessarily stupid, they just suck at EQ, for some reason game mechanics aren't thier thing...usually people who can't grasp logical thinking have a hard time with understanding game mechanics. But they might be very knowledgble in history, or a great writer/artist.
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Post by Sheryl »

rogues should get complete heal
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Post by Truant »

Sunserae wrote:rogues should get complete heal
check is in the mail!
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Post by Xouqoa »

Sunserae wrote:rogues should get complete heal
I agree. (cha-ching)
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Post by Chidoro »

So they lower the ZEM in PoP zones because w/ the additional grouping bonus, they felt xp gain was occuring too quickly. The only negative is that people can't solo PoP mobs for as much gain, everyone else sees improvment.

I say tough shit for the PoP soloers.
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Post by Pubin »

People get 1aa per hour? Christ everquest is way too easy now. They need more xp penalties and timesinks.
Don't blame me if you see my old characters acting like asses.
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Post by Aslanna »

May 30th, 2003 6:00pm
-------------------------

** Experience System Changes - Round Two **

In the test server update that occurred earlier today (server downtime),
and in the PoP Zones Update that just occurred (PoP zones downtime), there
were a number of tuning changes made to the new experience system and the
PoP zones themselves.

The effect of these changes should more closely match the intent that was
described in the original message. The first round of changes, by the
numbers, didn't.

It went the right direction in all cases, and a number of the group size vs
target type combinations were covered well. However, there were a number of
cases where the target was overshot.

Among these:

- Not generous enough vs PoP NPCs for groups of all sizes, the smaller
groups and soloists being the hardest hit.

- Too generous with 4-6 man groups vs Non-PoP NPCs who can, in some cases,
barely hurt their attackers.


If you're interested in helping test these most recent changes, here is the
list of combinations that we're trying to make sure all reward
appropriately:

Solo - Non-PoP - New Blue Exp Range
Solo - Non-PoP - Old Blue Exp Range
Solo - PoP
Small Group (2-4) - Non-PoP - New Blue Exp Range
Small Group (2-4) - Non-PoP - Old Blue Exp Range
Small Group (2-4) - PoP
Group (5-6) - Non-PoP - New Blue Exp Range
Group (5-6) - Non-PoP - Old Blue Exp Range
Group (5-6) - PoP

Please keep in mind while testing out group experience, as always, group
bonuses only apply according to the number of people who are in range.

Feel free to try out as many combinations as you can. As before, we look
forward to hearing opinions on these changes via the boards and Dev Corner.
Thanks very much for helping out!


- The EverQuest Development Team
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