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What's YOUR preferred new race-class combo for next xpac?!Follow

#52 Sep 05 2013 at 7:59 PM Rating: Good
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IIRC, hybrids had a 40% exp penalty all by themselves. Didn't matter what race you were (trust me, don't get me started about hybrid penalties back then). Some races had an exp penalty, but they were relatively minor (like 5-15% I think?), and at least for that time period really were offset by the fact that those races got some advantages (innate skills, better vision, regen, innate AC). Of course, they also screwed up some things, or horribly misjudged the relative advantages of some things versus others, but that's a whole different story.

You are correct that the major reason people didn't play large races was because they were large races and got stuck sometimes (or were ugly, or both). That these races also tended to have the most racial abilities (and penalties) is an additional factor. I'm not sure how much of the decisions revolved around the racial abilities and penalties versus being large/ugly. And of course, we can't know how much of a factor was exactly what's been talked about here: you couldn't play certain classes as those races. Let's not forget that int casters were really popular back then (moreso than now IMO). Druids as well. I think a lot of people have forgotten how lopsided class selection was back then due to the need for some classes to be in a group to really accomplish anything. And those classes tended to be the same ones that those large/evil races were restricted to. Some exceptions of course, but I suspect that had a lot more to do with the rarity of those races than anything else.

In a game where half the characters running around at any given time are int casters or druids, it's going to tend to reduce the relative population of the races which can't be any of those classes. And in the group game, the only class in the "holy trinity" that could be an Ogre, Troll, or Iksar (or Barbarian if you want to lump them in) was warrior. So not a whole lot of love there either. We honestly can't know how different the race distribution back then would have been if there weren't class restrictions present. How that applies to today, I can't say.
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#53 Sep 06 2013 at 6:17 PM Rating: Excellent
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gbaji wrote:
IIRC, hybrids had a 40% exp penalty all by themselves. Didn't matter .... snip


One of the most insightful posts I have ever read.^

If I could be a gnome with any starting city other than Ak or CR... (different things are key to different players) --instead I don't play them.

---

Led me to the question of: Didn't EQII go all/all with classes? (once they sorted out the "start as something and class specialize some levels later thing"). I didn't play EQII early enough, nor long enough to have any sense of race balance or even remember if I could all/all character create.

It would be a faulty barometer I concede (different models than EQ for one, and the alternative models you set for your own viewing. For example I liked most of the "new" model settings in EQII to the point there is races I would never have played if only original models were available, but there was at least a few (ogres iirc) of the new models that I felt the same way about), but the game has somewhat of the same playerbase and shares much lore.

Maybe someone can weigh in on the EQII stab at this...

Also, the Vox server was launched after pretty much all the changes to penalties, xp rates, regen and such. It has a medium-decent population to my knowlege --what's the race/class census there I wonder?
#54 Sep 06 2013 at 6:39 PM Rating: Excellent
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gbaji wrote:
IIRC, hybrids had a 40% exp penalty all by themselves. Didn't matter what race you were (trust me, don't get me started about hybrid penalties back then). Some races had an exp penalty, but they were relatively minor (like 5-15% I think?)

They were more dire than that. Ogres had a 15% penalty, trolls (then Iksar) had a 20% penalty (for the regen). Barbarians were 10% and I believe the other (non-halfing) non-Human races had 5% for the infravision and other minor perks. I believe the hybrid penalty was actually 50%, under the ridiculous notion that you were benefiting from being "two classes" so you should only level half as fast.

Playing a troll Shadowknight was a miserable experience.

Edit: Actually, according to my old race xp test, elves didn't have a penalty. Faulty memory over the years.

Edited, Sep 6th 2013 7:43pm by Jophiel
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#55 Sep 09 2013 at 2:46 PM Rating: Excellent
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Jophiel wrote:
gbaji wrote:
IIRC, hybrids had a 40% exp penalty all by themselves. Didn't matter what race you were (trust me, don't get me started about hybrid penalties back then). Some races had an exp penalty, but they were relatively minor (like 5-15% I think?)

They were more dire than that. Ogres had a 15% penalty, trolls (then Iksar) had a 20% penalty (for the regen). Barbarians were 10% and I believe the other (non-halfing) non-Human races had 5% for the infravision and other minor perks.


Ok. So 5-20%. Still, at least you actually got something for it (even if not always well balanced).

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I believe the hybrid penalty was actually 50%, under the ridiculous notion that you were benefiting from being "two classes" so you should only level half as fast.


Pretty sure that was 40%, but honestly it's large enough either way to be nasty as hell. And if it was just the penalty, that would have been bad enough. Hybrids also got half sized mana pools for the same int/wis stat. Spells shared with the parent class which had some kind of numerical damage/healing result, that result was 90% of the parent class. So Greater Heal heals 300 points for a cleric, but 270 when cast by a paladin, for example. Add in the exp split effect on groups making folks not want you, and you had some serious gimpage.

The flip side is that most (all?) hybrid spells back then were the same as the parent class, we just got them later. Which meant that the "casting level" was very low relative to the hybrids level. Hybrids rarely fizzled, and rarely got partial successes on their spells. I distinctly remember wondering at all these people complaining about root not sticking, or only lasting like 1 tick. Ok. That didn't come close to evening things out.

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Playing a troll Shadowknight was a miserable experience.


One of my old old old guildmates was a Troll SK. For him, it was RP. And hey, he did eventually end out on one of the top guilds on the server, so in the long run, it doesn't matter I guess. But yeah. Back then it was painful as hell.
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#56 Sep 09 2013 at 9:24 PM Rating: Good
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Its funny to think about now, but those of us ( and there seem to be alot from this thread ) who played the game back in the day, it was truly a b#%$@ of a game to level in. People think this game is harder in relation to other MMO's now, but when it started this game really was somewhat sadistic...Smiley: grin

So freakin hard to solo in, exp penalties all over the place ( as discussed above ) including the weird way experienced worked out as you got closer to say 50...my memory is not that good anymore, but I remember the last bit to 50, when Lower Guk was THE leveling spot, took ( it seemed ) as long as it did to get from 1 to 49...Smiley: dubious

And that is only a slight exaggeration....

Sorry, this thread just got me thinking about that...maybe that is why I love it still...Smiley: inlove
#57 Sep 09 2013 at 10:14 PM Rating: Excellent
gbaji wrote:
Pretty sure that was 40%, but honestly it's large enough either way to be nasty as hell. And if it was just the penalty, that would have been bad enough. Hybrids also got half sized mana pools for the same int/wis stat. Spells shared with the parent class which had some kind of numerical damage/healing result, that result was 90% of the parent class. So Greater Heal heals 300 points for a cleric, but 270 when cast by a paladin, for example. Add in the exp split effect on groups making folks not want you, and you had some serious gimpage.


It was 40. Troll SK had the worst penalty in the game at 70% (40% hybrid, 10% Slam, 20% regen). I remember it because of what happened on Luclin release. The method that they used to "do away" with the penalties was to add a bonus equal to what the old penalty was (so troll SK got 170% per kill whereas the norm was 100%). When the AA system was launched, that bonus also applied to AA xp so hybrids were getting their former penalty as an AA bonus. Doesn't sound bad now but way back then, getting 40% more AA xp was freakin' HUGE. I sat in the basement of Karnors and the Crypt in Sebilis with a Paladin friend and soaked up AAxp like you would not believe (Slay Undead was ridiculously powerful) with my little 5% bonus (rogue).

yenwangweh wrote:
Its funny to think about now, but those of us ( and there seem to be alot from this thread ) who played the game back in the day, it was truly a b#%$@ of a game to level in. People think this game is harder in relation to other MMO's now, but when it started this game really was somewhat sadistic...Smiley: grin

So freakin hard to solo in, exp penalties all over the place ( as discussed above ) including the weird way experienced worked out as you got closer to say 50...my memory is not that good anymore, but I remember the last bit to 50, when Lower Guk was THE leveling spot, took ( it seemed ) as long as it did to get from 1 to 49...Smiley: dubious

And that is only a slight exaggeration....


Naw, the worst part of leveling back then were the hell levels. For the newer folks, hell levels occurred every five levels starting at level 30 and each hell level was worse than the previous one. This was due to a math error in the original xp tables that made those levels MUCH larger than the ones before and after. So if level 29 took 500,000 xp to get through, level 30 would take a million. But then level 31 would take 450,000 to get through. Level 34 would take 750,000 to get through but 35 would take 2 million (but 36 would take 600,000) and so on. (Made up numbers but the effect is true) The level after a hell level was often called a "half level" because it went by SO quick after you had gotten through the hell level. Also keep in mind that you were only getting like 100xp per kill or something really low like that. So it took LOTS of time to get through these levels. Plus, with all the downtime, you had time to chat up a storm with your groupmates (and yes, you were grouping or you weren't leveling at all). That's why people went so nuts over KEI. 3 hour base duration, RIDICULOUS mana regen at low levels. Up to around level 20, with KEI, you could not go OOM. It wasn't possible. Your spells didn't cost enough.

Yenwangweh talked about Lower Guk. Back then, you could take your newbie rogue at level 1 to LGuk and snag a mask of deception because from dead side zone in to Archmage/Lord, not a single mob would be left standing. That's how many groups were actively hunting there. Nothing lived longer than a couple of seconds before being pulled. The same could be said for Sol B, where newbie warriors would camp out to pick up a Fleshripper or Painbringer. Back then, I hate how crowded everything was. Boy I wish we'd get crowds like that now.
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#58 Sep 09 2013 at 11:00 PM Rating: Good
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Naw, the worst part of leveling back then were the hell levels. For the newer folks, hell levels occurred every five levels starting at level 30 and each hell level was worse than the previous one. This was due to a math error in the original xp tables that made those levels MUCH larger than the ones before and after. So if level 29 took 500,000 xp to get through, level 30 would take a million. But then level 31 would take 450,000 to get through. Level 34 would take 750,000 to get through but 35 would take 2 million (but 36 would take 600,000) and so on. (Made up numbers but the effect is true) The level after a hell level was often called a "half level" because it went by SO quick after you had gotten through the hell level. Also keep in mind that you were only getting like 100xp per kill or something really low like that. So it took LOTS of time to get through these levels. Plus, with all the downtime, you had time to chat up a storm with your groupmates (and yes, you were grouping or you weren't leveling at all). That's why people went so nuts over KEI. 3 hour base duration, RIDICULOUS mana regen at low levels. Up to around level 20, with KEI, you could not go OOM. It wasn't possible. Your spells didn't cost enough..



See, shows how well my memory works...forgot that there were other hell levels other than just 50...Smiley: banghead

And yeah, Guk was crowded, but I did it on Vallon, so it was a little less crowded but a little more interesting...Smiley: sly
#59 Sep 10 2013 at 1:35 AM Rating: Excellent

Well on Vallon, Pandemonium would just take over the entire dungeon, no? Had a friend who started on Vallon and played there for a good bit. Told me once that PDM (or maybe the guild that preceded it?) would take over Cazic Thule and farm the bejeezus out of the AoF (Rubicite BP) until everyone and their alts had one then they'd move on to another zone and do the same thing. He told me a story about one epic battle in Sol B in the tunnel leading to (and around the room of) Efreeti Lord Djarn after the guild had monopolized the spawn so much that they had most of the Golden Efreeti Boots on the server. There were so many people fighting in there that the zone crashed multiple times.

Might've been BS though. He used to go on rants about "this carebear crap" and "...back on Vallon....".
#60 Sep 10 2013 at 8:35 AM Rating: Good
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Remianen wrote:

Well on Vallon, Pandemonium would just take over the entire dungeon, no? Had a friend who started on Vallon and played there for a good bit. Told me once that PDM (or maybe the guild that preceded it?) would take over Cazic Thule and farm the bejeezus out of the AoF (Rubicite BP) until everyone and their alts had one then they'd move on to another zone and do the same thing. He told me a story about one epic battle in Sol B in the tunnel leading to (and around the room of) Efreeti Lord Djarn after the guild had monopolized the spawn so much that they had most of the Golden Efreeti Boots on the server. There were so many people fighting in there that the zone crashed multiple times.

Might've been BS though. He used to go on rants about "this carebear crap" and "...back on Vallon....".



At this point, it didn't work quite like that. Xanit ( dark Guild I was in ) actually held both for the most part. It helped that both were in "Dark" territory...Smiley: sly it wasn't til Kunark that the first X-teaming guilds started popping up... Smiley: banghead

Vinney probably has a better memory than me.
#61 Sep 10 2013 at 9:07 AM Rating: Good
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IIRC 51-59 were all "hell levels" with 59 being notoriously the worst of the bunch.

I still have a vague memory of dinging 60 back then and what persists is the sense of complete relief.
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#62 Sep 10 2013 at 9:03 PM Rating: Good
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IIRC 51-59 were all "hell levels" with 59 being notoriously the worst of the bunch.


I take that with a grain of salt. People throw the term "hell level" around way too much. From what I recall, only 54 and 59 were hell levels. All the others in the 50s were normal (in that they didn't take inordinate amounts of effort to get through like 54 and 59 did). I remember people threw the "hell level" tag around during PoP too, calling 61-65 hell levels. I believe content had a lot to do with it. I did 61 to 65 (+SoS at 62) at inner caves in Valor over a weekend. People who didn't have access to that zone tier (couldn't get through the PoJ trials) might have seen those levels as 'hell levels' because they were killing lower level stuff (PoN/PoD/PoI) and earning less XP per kill.

Anyway, I've thought of a new combo I'd like to see. Human Shaman. Sort of like a Cro-Magnon man type of thing. Humans who lived in caves while all the events of the past few centuries were going on.
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#63 Sep 10 2013 at 9:44 PM Rating: Excellent
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51, 54 and 59 were hell levels according to SOE.
Sept 4, 2002 patch wrote:
We have smoothed out level progression from 50-60. This should mitigate the "penalty effect" that occurs in levels 51, 54 and 59. Note that it will cost the same experience to level from 50 to 60 as it did before. Also, death experience loss will appear different in some levels. This is an unfortunate side effect that must remain to prevent some experience exploits.
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#64 Sep 11 2013 at 2:47 PM Rating: Decent
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And honestly, the only hell level I really remember was 59. It was a huge and long level to get through. Then level 60 basically went by in a flash. If 51 was a hell level, it didn't affect me anyway because I was raiding Naggy/Vox back then and was actively trying *not* to level past the 52 limit. Honestly can't remember if AAs were in the game then or not. I do remember that was when I really started leveling up some of my alts though, so I think maybe not when I started, but they must have come along once I finished because I don't recall having a ton of AAs back then either (or maybe just not many were accessible at that level? Details are fuzzy).
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