New Group Bonuses Being Tested

Check out today's patch message for the test server. With today's patch, there is a new group experience bonus being tried out. This will significantly change how group experience works in Everquest. Here is the description provided in the patch message: 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. - The EverQuest Development Team

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more exp
# Jun 08 2003 at 4:57 AM Rating: Decent
The fact they are increasing exp given out is amazing. /boggle Never ever complain that you are getting more exp. Remember when they lessened the penelty for death way way back when it was crazy exp lose? This is up there with that. It's a major positive tuning for eq. I think one of my worst complaints in eq is the slow rate of exp and this addresses that. If leveling were faster it would encourage playing more than one character. My problem as always though is when a change like this is made it is like an admission that all the time I've spent previously hasn't been the way it should have.
Yay to XP changes
# Jun 03 2003 at 7:21 PM Rating: Good
I am a very keen player, however it has been a constant inequity to spend a hard 8 hours online to get half a AA lvl to find a Necro in the exact same area, has gotten 2 AA level doing the same camps!
Yes i've listened to bards refusing to group as why would they nerf there XP when they can just run around and Quad and level heaps faster. Same with druids, necros, chanters even!
I am glad to see that Sony are trying to create a level playing field. Ok i am a fool for chosing to play Mage and Cleric classes. But why should other classes have the ability to level 4 times faster simply due to a choice they made in the character creation screen.
- Aye.... Get a life
# Jun 01 2003 at 10:02 PM Rating: Decent


Edited, Sun Jun 1 22:20:25 2003
Hrmmm
# May 31 2003 at 6:48 AM Rating: Default
For anyone that feels they have been nerfed, what you are probably feeling is the sense that your relative XP speed has been nerfed. Some classes are able to XP about 3 or 4 times faster than say a cleric or a warrior because of soloing ability. Now you are at 2.5 to 3.5 times faster XP. BOO frikkin HOO. I soloed a druid for porting/tracking and foraging functions and soloing made XP MUCH faster than my cleric. I didn't have to find a group (save yourself the 30 minute overhead of forming a group, more like an hour but lets say 30 minutes), my animal spells rock (low mana fear, charm...), I kill faster with my dots (much less medd time), travel is never a problem.

It took me a year to get my cleric to 50 (62 now), it took about 2 months plus change to get my druid to 50. I remember thinking, gee thats kind of a big difference, no wonder Druids and Wizards never group. Just learn how to quad kite, find a nice empty quadding area and let the Xp roll in. As far as I can tell, once you have the basics of quadding down, you spend some time looking for zones where you can quad more efficiently and where the mobs drop more plat but other than that, you aren't learning new things at any faster rate than when you group.

When I got sick of the incredible rate that some classes gained XP, I made an alt. I liked the druid and stayed with it (Druids really can do anything it seems). If you are a druid and are sick at the idea that other people will make XP at 25% of your rate instead of 20% of your rate, make a warrior or something, mebbe you will decide that you really like warriors with the abiliy to get a 50+ level Ding every month or so of casual play.
It's ok
# May 30 2003 at 10:51 PM Rating: Decent
Usually, in my experience, all of the changes smooth out in time, people get used to the changes and stop complaining about them, give it time and you'll get used to the changes.
I've heard...
# May 29 2003 at 3:58 PM Rating: Decent
I've heard they are also doing away with alot of flags for POP and for every flag they get rid of, they are giving 3 AA's to people who had that flag, my friend will be getting about 30 :)
RE: I've heard...
# May 30 2003 at 3:20 PM Rating: Default
I retired my cleric due to slow group xp. It was getting frustrating. So at first when I saw this I was really happy. Dust off my cleric and put my chanter in the closet.

But then I realized clerics will get hurt even more. Why? Because now we will be fighting all the high level druids with their near CH for group spots. Ah well....someday

Alerias Cleric of 53 moons
group exp change
# May 29 2003 at 3:46 PM Rating: Default
i have a wizard on drinal, and most times i am forced to solo, when i would rather be grouping because i dont feel like sitting on me **** LFG for hours on end, i agree with the group experience change and hope that this will make it easier for me to get a group.......and for all those solo whiners out there.....omg you are still getting better exp than a group! so what you have to kill a few mobs extra to cover the loss....WAAAAAHH, would you like a hanky? i just dun understand people and their constant need to **** and moan sometimes. remember that the exp change is ONLY in PoP zones and EVERYONE will experience this loss.... just my 2cp
RE: group exp change
# May 29 2003 at 5:24 PM Rating: Decent
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215 posts
Oh, for the love of GOD. Again with the apparant attitude that the position of people who are against this change stems from a worry that they'll not get as much exp as they used to.

Okay, one more time. I'll type slow so you'll be sure to understand.

The reason this change is bad is NOT because players who solo will not exp as fast. The reason this change is bad is because heaping yet ANOTHER reward on a specific style of play only serves to push the game one step closer to total imbalance.

And when it comes right down to it, I don't think that this change will actually affect the way people group. If a group of 5 is handling their pulls with no problems, why add another player, even if it doesn't impact the exp they're getting? Because the existing group is doing fine as they are, another player is just one more body to buff and keep alive. Another player is just one more person who might make a mistake that wipes the group. Don't misunderstand me here, I'm not saying that having a full group (or any group, for that matter) is a negative thing. But if the existing group is handling the situation with no problems, then there are no benefits to adding another player. Because there are no benefits, the only thing that can be looked at to evaluate the sense of adding the new player are the negatives, however theoretical they may be.

Further, this "not a penalty to add the one more player" concept applies ONLY to 5 player groups. 4 player groups will still lose exp by adding players. In fact, they'll now lose MORE exp than they used to, so they'll be less likely to want to go to 5 if 4 is enough. If their REAL objective were to encourage groups to take the 6th player rather than making do with 5, they'd just change the division rules.

And although I can't speak for anyone else, I personally don't feel the need to **** and moan constantly. But when I see something with which I strongly disagree, I say something about it.

-aye
RE: group exp change
# Jun 03 2003 at 2:56 AM Rating: Decent
37 posts
Well, you might add that 6th person who is taking NONE of your XP for several reasons. Maybe it's a mage (points at self) and you may want some arrows, food, water, focus items, etc..Maybe it's a melee and then you'll kill faster, maybe it's a shaman and you'll get people buffed quicker, maybe a druid or cleric to heal more....

I used to think I'd solo to 60, but now I am 57 and everyone's hunting in PoP zones. My 57 earth sure can't take damage from even tier 1 MOBs for very long, so soloing is not an option in those zones. If this means there's a chance for me to get more non-guild groups, then it'll be great. Only time will tell...
RE: group exp change
# May 29 2003 at 6:52 PM Rating: Decent
quote: "If a group of 5 is handling their pulls with no problems, why add another player, even if it doesn't impact the exp they're getting?"

Even in Bastion of Thunder, where I've frequently seen 4-5 person groups easily "handle their pulls"... we nearly always grab a sixth.

The reasons are multiple. Enhanced dps. The more we kill, the more dps. More ability to deal with "unplanned situations" (i.e. multiple pulls, gaters, linkdeath, etc).

This change will only increase that desire to add the 6th person.

Now for the kicker... is this change necessary?

I personally don't think so. The experience in the tier 2-3 zones where I hunt is crazy compared to tier 1 zones or SoL zones. What this MIGHT mean is that I'll be more inclined now to form a group in Umbral Planes... which you dont' see a lot of 65's doing.

RE: group exp change
# May 30 2003 at 9:45 AM Rating: Default
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215 posts
Well, when I speak of a group that's handling their pulls with no problems, I'm speaking of a group that could even handle double their normal volume for at least two consecutive pulls or triple their normal volume for at least one pull, and for which it would take something particularly untoward (maybe not as bad as a Mistmoore-style train, but something of that nature) to cause them to break down. I agree, however, that in the scenario you're describing, where the occurance of one of those events would cause problems for an otherwise stable 5-person group, this change would probably mitigate the primary concern that less conservative (read: more willing to risk the potential problems in return for greater exp) players would have for adding a 6th player. I still believe, however, that the additional exp bonus is neither a good nor necessary thing.

-aye
Bad for Below Level 65
# May 29 2003 at 2:52 PM Rating: Decent
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245 posts
Where will people below level 65 hunt now? The best hunting spots for people 50-60 will now become hunting spots for the level 65s, who will get exp on mobs as low as level 45. With the PoP exp nerfed, there will be even more reason for the Level 65s to take the good hunting spots away from people between levels 50 and 60.

Note that there's no indication that there will be more mobs 50-60 to hunt, just that these will now be better exp hunting them for people already level 65.

This, plus the huge spread between grouping exp and soloing exp, will really put a crunch on people level 55 or so, who are already having problems finding good groups and good places to hunt.

Kamgar
RE: Bad for Below Level 65
# May 29 2003 at 3:51 PM Rating: Good
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64 posts
Now THIS is a concern I agree with. I can easily see level 65s farming the planes for AA XP as well as possibly areas like KC, etc.

On the flip side, if they are willing to let me tag along for the ride and XP, I won't complain too much (With the 20% bonus, that's only a 40% hit in return for a slightly faster pace).
Why is everybody whining?
# May 29 2003 at 2:08 PM Rating: Excellent
So you get a little more exp in a group. Big Deal! I play a shaman and like grouping and soloing, but have to admit that I have soloed alot more as I got to higher levels b/c exp was so much slower when grouping rather than going solo. Do I like grouping more? Yes. I used to at least duo alot with a RL friend because we used to play at the same time but he ran into the girlfriend faction so I went solo. Why didn't I go and find groups? Because it took too long and the exp was too slow. Will I group more because of this? Yes. Why? For exp but mostly because its more fun and I enjoy grouping more and now the exp is more in line with what it should be. Just my two cents. Oh and btw stop whining and adjust.
Haludil
51 Mystic
Morrell Thule
Some People
# May 29 2003 at 1:39 PM Rating: Excellent
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195 posts
A lot of posters on this board would get a kiss from their loved one and say "What do you want from me now?"

Yeah, SoE wants to hook people into the game. DUH! It's their business, it's how the people who design the game keep their jobs! If you insist on looking at every change from some negative, all they want is money,can't do anything right attitude you will be a miserable person.

Why can't people just be excited they're going to get more experience? Must you be harshly critical of everything SoE does. Frankly, if you can't just say "Great! Now there will be more groups and more opportunities for me to group!" or "Great, now I can get more experience when my brother and I are duoing!" than you're just ruining your own experience.

I find EQ to be just as challenging as it was two years ago when I started, but the things that weren't challenges, just boring, are vanishing. I have been refused entry into a group many times by being told they didn't want to lose any more experience and their group was handling it.

BRAVO SoE! Again, hope it goes live! I personally look on every change excited that it might make the game more fun. Yes, sometimes they disappoint or tick me off, but what fun would it be if I played EXPECTING to be ticked off any second.

Relax! Enjoy THEIR game!
____________________________
Farwarden Aquendar Lerilon, 105 Season Human Ranger of Tunare
Xegony
My Fantasy Novels
My Profile
RE: Some People
# May 29 2003 at 5:09 PM Rating: Default
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215 posts
I'd only say, "what do you want from me now?", if every time I got a kiss, it was because the kisser wanted something.

It's difficult to be excited about getting more experience because in this case, not only is it unearned, I believe that it's also going to cause problems for the game down the line.

As for looking on every change excited that it might make the game more fun, that's fine...but you'll be disappointed less often if you think through the ramifications of the changes prior to hoping that they'll help, because some don't, and never will.

-aye
What in Karana's name are you people WHINING about?!?!
# May 29 2003 at 12:59 PM Rating: Decent
Maybe I just don't get it, but from the looks of these posts, I must ask myself one question: What is wrong with these people, are they STUPID?!?!?! SOE is doing this to ENCOURAGE grouping. THEY ARE )))))NOT((((( NERFING SOLOERS, the SMALL exp decrease in ONLY POP zones is for EVERYONE!!! I am apalled at you people... grow up...
RE: What in Karana's name are you people WHINING about?!?!
# May 29 2003 at 2:43 PM Rating: Default
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215 posts
And we're not claiming that soloers are getting nerfed. For myself, I'm saying that groups are getting a benefit that's in excess of what they should. Grouping is already encouraged...it doesn't need more help.

-aye
RE: What in Karana's name are you people WHINING about?!?!
# May 29 2003 at 9:20 PM Rating: Decent
Yes. Grouping is encouraged... But not full groups. The game allows for groups of 6, but currently you have no reason to have 6 people in the group becuase that 6th person often adds nothing but an experience hinderance to the group. True, the change does give a better reason to group, but really encourages that group of 4 or 5 to pick up those extra players... I believe that is all SoE is aiming for.... Nothing more.
RE: What in Karana's name are you people WHINING about?!?!
# May 30 2003 at 9:37 AM Rating: Decent
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215 posts
Again, if that was really the case, then they could just alter the means by which the exp is divided up to make adding the 6th person not result in a reduction of exp for the original 5.

I was thinking, however- If their aim really is to encourage "non-optimal grouping", then perhaps a reasonable solution would be to have a system whereby each player added to the group would add some number of melee points, magic damage points, crowd control points, and healing/buff points to the group. If the aggregate total of points is below a certain threshold, or if the group was excessively weak in one area, but the others are relatively well-balanced, then an exp bonus would apply.

-aye
Again... Nice Job Sony
# May 28 2003 at 10:53 PM Rating: Decent
The logic on so many of these arguments is flawed. So many people are failing to see that killing a mob solo will still net you the MOST experience. There is no penalty for fighting solo. They aren't giving you less experience than the mob is supposed to give. They are just increasing the bonus that is given to Groups.

If a fighter kills a mob solo, that fighter will receive 100% of the experience given by that MoB. In a group of 2, 20% is added to the total exp that a MoB gives and split between the two fighters. In essence, if my math is correct, giving each fighter 60% of the total original experience as opposed to the old system where each person would have received only 51%exp. The best part of this deal is that in full groups each person will receive the same amount of experience that they would in a group of 5.

I have run around in the Planes and other great experience zones and seen groups of 5 that wouldn't take a 6th person just because they didn't want the experience loss that the 6th player would bring. With this new system, that same group would be more inclined to accept that 6th because there won't be a loss of experience for the group. Things become more efficient, thus allowing more MoB's to be killed in less time, therefore increasing the amount of experience, over time, that a group of 5 could gain. That is the True bonus.

So the total experience given by a MoB is going to be less, but it is less for Solo fighters AND groups. We are all going to have to kill more MoB's to get the same experience that we did before.

As a Druid, which happens to be one of the best solo classes in the game, I readily accept this change and look forward to it going live on all the servers.

See ya' all in my next GROUP!!


Carden Hugatree
55 Druid
Imperial Might
Xev

p.s. EQ was bought by Sony. Verant Interactive dosen't have anything to do with the game anymore.
RE: Again... Nice Job Sony Nerf Strike Again
# May 29 2003 at 2:44 PM Rating: Default
you didnt read the patch message correctly.

It says "Accordingly, the bonus inherent to Planes of Power zones will be decreased slightly."

Thus the Druid who does a lot of solo charming in the planes will see less than the 100% they did before per kill, lets call it 95% because we are not sure. Sure adding another gives me 60%,another 43.3%, another 35% and so on, which is an increase from before per size group. But we have still lost 5% +/- exp per kill if we solo in the planes.

If you always group, this is a bonus, if you solo, this is a nerf. check the math.

Edited, Thu May 29 15:13:23 2003
RE: Again... Nice Job Sony Nerf Strike Again
# May 29 2003 at 5:31 PM Rating: Decent
Yes, I did read it correctly. Very true that it does say: "Accordingly, the bonus inherent to Planes of Power zones will be decreased slightly.", but what YOU must not understand is that there is a huge modifier included in PoP zones. According to a post made earlier by Illia,(I recomend going and looking at it, It gives great info) there is an inherant 40% bonus included to all experience gained in PoP, not just for solo fighters. Right now, if you kill a mob in the Planes that gives 10exp, with the modifier it actually gives 14exp. That 40% "bonus inherent to Planes of Power zones will be decreased slightly." That means for Solo AND Groups.. So the exp is going to be proportional still, just greater per person in a group than in the old system.

Here is another idea to make everybody that is complaing about this change happy how about give solo 100% of a kill. When you group, take that 100%exp and divide it equally among all the people in the group, no bonus whatsoever. Then see how enjoyable the game is. See how many groups larger than 3 you would see.

You have to remember that this is a game and not real life. I expect the game to be fantasy and different than things would be If I were to do them myself.

Edited, Thu May 29 21:40:51 2003
RE: Again... Nice Job Sony
# May 29 2003 at 10:34 AM Rating: Default
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215 posts
Actually, it's your argument that's flawed. You're NOT penalized for joining a group. You get less exp, but you do less work, and your risk is lower. It's a wash. Why do so many of you seem to have trouble with this concept? Benefits can NOT always be quantified.

And, before anyone starts to complain that I'm "one of those antisocial soloing g00bs", and that I'm just speaking out against a style of gameplay that I don't endorse, let me say it again: I'M NOT AGAINST GROUPING.

Grouping is good, and should be (and already is to a sufficient degree) encouraged. Players need to learn to fight in a group if they want to be involved with ANY end game content. But players who group should NOT receive even more bonus exp just because they're grouped.

If you want a real-world metaphor for this, imagine that Bob, Ted, and Jim are restoring a car. Bob rebuilds the engine, Ted rebuiilds the tranny, and Jim does the bodywork. They all collaborate on the interior. They all gain experience in restoring cars, but they do NOT all gain the experience necessary to restore a car on their own.

Presumably, the theory behind the granting of exp for killing a MOB is that the number of times one has to swing their weapon and/or cast their spells leads the toon to some amount of understanding as to things like, "Ah...sand giants are more vulnerable in the armpit than anywhere else", or, "Hmm...when casting a spell, if I plant my feet more than 18 inches apart, it's not as easy for the mob to bash me out of position and interrupt me". When you're grouping, you don't take as many swings or cast as many spells, so you don't learn as much.

Now, I'm not against having SOME sort of exp bonus (the one that's in place now is fine), because that emulates the concept of toons exchanging observations relating to the battle amongst one another...but having someone else TELL you that, on a sand giant, you really want to go for the armpit is a far cry from learning it by doing.

-aye
RE: Again... Nice Job Sony
# May 29 2003 at 8:16 PM Rating: Default
"but having someone else TELL you that, on a sand giant, you really want to go for the armpit is a far cry from learning it by doing."

WOW.. I didn't know we could strike so precisely in the game. I just thought you hit a button on your keyboard and your guy started swingin'...
RE: Again... Nice Job Sony
# May 30 2003 at 9:48 AM Rating: Default
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215 posts
The point is that in theory, the mechanic of gained combat exp relates to an understanding of how best to kill a given MOB. If that means cutting its head off, fine. If that means finding the weak spot in its armor and going after that, fine. And no, as players, we don't have that kind of control. It's virtualized by the combat system. The analysis of the underlying concept behind melee exp, however, is valid.

-aye

Edited, Fri May 30 10:07:00 2003
RE: Again... Nice Job Sony
# May 29 2003 at 1:46 PM Rating: Decent
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195 posts
You're right in that my brother and I can kill white and yellow cons that would kill me if I tried to solo them (unless they're animals), so we get more experience to divide per kill and we each do less work.

To take your car analogy, they all gained the SAME AMOUNT of experience, if not the same TYPE of experience. And I'm sure they would gain a little knowledge about what the others were doing from observing unless they all did it SOLO (at different times).

I always thought a 2% bonus for 2 members was too low, as was 20% for six. This may be too much, but who am I to complain if EQ gives me too much experience. Bring it on, I play for xp, and soon for the AA's. Say hello to uber Ranger :-)
____________________________
Farwarden Aquendar Lerilon, 105 Season Human Ranger of Tunare
Xegony
My Fantasy Novels
My Profile
RE: Again... Nice Job Sony
# May 29 2003 at 2:45 PM Rating: Default
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215 posts
No, you didn't get the same amount. The fight didn't last as long, so you didn't learn as much.

-aye
Reason for exp nerf
# May 28 2003 at 8:31 PM Rating: Default
Most likely the reason for the PoP exp nerf is to slow down players from reaching level 65. Once players reach that objective, many of them lose interest in the game. They have accomplished their big goal and its over now. If they drop out, obviously that's lost revenue for SOE. It has been a continual battle for SOE to retain the interest of high end players. Slowing down the high end exp serves to give them a little more breathing room before it becomes too crowded at the top.
RE: Reason for exp nerf
# May 29 2003 at 12:50 PM Rating: Default
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215 posts
Except that they're not slowing it down, they're speeding it up: At the high end, it's almost a necessity to be in a group. My suspicion on this is that they're just trying to cut down on the noise from people who're complaining that too few players have the phat lewt that comes either directly or indirectly from the upper tier planes, or that they're incensed because they paid for all of PoP but they only get to see 6 of the zones because they haven't been flagged yet.

-aye
RE: Reason for exp nerf
# May 29 2003 at 8:12 PM Rating: Decent
How many people that are level 60+ do you know that aren't flagged for the second tier planes? I don't know many. The ones that I do know just havent taken the time to do it. There are always people looking to do specifically that, get flagged or get other people flagged.

I bought PoP the week it came out. Why? It sure wasn't because I was high enough level or in an UBER enough guild at the time to go exploring all these new zones. It was because I knew eventually I would be and because of the new content. Am I complaining because I don't have the loot from these zones? No. If you aren't able to adventure there yet, for whatever reason, why would you complain? Everybody isn't always looking for handouts like you say we are. Most people prefer to work for their achievements. Sure I spent my money, you spent yours, they spent theirs. I don't think that people are complaining or even expect to be able to go to these places unless they have put the work in to get to these zones. You don't see them opening up the doors to Vex Thal do you?? And that zone is on LUCLIN.. They had tier 2 and 3 planes closed to begin with probably as a bonus for Higher End players and the Uber guilds who HAVE put in the time to have a chance to explore places, do things and have gear that nobody else had seen or done. It has been 8 months and these players and guilds are on to bigger and better things. Now it is time to open up the Non-Elemental planes and allow everybody to enjoy and explore these new zones. I have a feeling that the Elementals, like some of the higher dungeons, will still require being flagged for a LONG time if not forever.

Edited, Thu Jun 5 02:22:17 2003
RE: Reason for exp nerf
# May 29 2003 at 11:16 AM Rating: Decent
First off your very worng. When 50 was the max lvl, pepole that hit 50 did not quite. There where Items to get, Dragons to kill, and your freinds to hang out with and help. When they let us go to 60, pepole hit 60, and did not quite. There where more quest, and more places to explore, more dragons to kill, and as always your firends where still in game. Then they came out with AA points. Pepole got the ones they wanted, and still played teh game. Same as above. They let us get to 65 and added 2 new pages of AA's. Yet we will still play. WHY? It's not to hit lvl 65, it's to Kill them dragons/High end mobs/Gods. It's to get, or help get your freind some new armor. It's to hang out with your freinds. So no there not going to loss players that have hit 65 and 300 aa's. Cuase thats not what really matters to most players, thats not there full goal from this game.

Aadwen Cracked, Mixed Nuts, CT, Lvl 65 Chanter

P.S. I'm still playing
To Ironic
# May 28 2003 at 7:58 PM Rating: Default
How in the world is getting more exp NOT a positive thing? Be happy groupers can now get exp better. Groups can take a lot of work and Verant is just uping the reward for our extra effort.

As for all those updates to the game and probably some more its called technology upgrading. EQ is modeled like a real working world and in a working world technology advances and life becomes easier. Those things were changed because the game didn't need to use them as challenges anymore since it was basically just annoying now. Verant makes EQ evolve like a real world thats why these things happen.

Also it does help entice more people to group but it doesn't force them too so people need to complaining Verant is forcing you to do things because they aren't.
RE: To Ironic
# May 29 2003 at 11:23 AM Rating: Decent
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215 posts
Don't get me wrong here. I'm not saying that getting exp is a negative thing. I'm saying that getting more exp for doing the same amount of work is a negative thing. In a group, the player does a fraction of the overall work, so the toon therefore doesn't learn as much about everything that was required to accomplish the objective.

This game is spinning more and more out of control every day because of shortsighted decisions made by the designers. And don't get me wrong...I'm not saying that every decision they make is a wrong one. But it would be insane for ANYONE to claim that every decision that the designers make is a correct one.

A good example of this can be seen in the deflation of prices that's rampant on EQ servers these days. Hero bracers, for example (AC9, STR10) once sold for 1K plat. Now, they're just given away. This has happened because the various "balancing changes" and "adequately scalred risk-to-reward ratio for encounters" has reaulted in players that are too powerful, who are able to get equipment that's too good too easily. In addition, the final end game encounters have become so outrageously imbalanced that maybe 2 percent of all players will ever experience them, and of course, the rewards that come from those encounters are so powerful that they effectively render the toons who receive them invulnerable.

The developers will counter by saying that it was necessary to scale up the difficulty of the encounters so as to provide an adequate challenge to the players who were engaged in them. And they'll continue on to say that the increased difficulty necessitated the increased rewards, lest the upper-end players become board with the game.

In fact, however, what this is really saying is, "As designers, we're lazy. We don't know what things make players happy, and we're not willing to put forth the effort to find out." They create artificial challenges by making battles that teams of level 65 ultra-twinks (and yes, you may object to the term, but face it- when you're 65 and have all of your useful AA abilities maxed, there's nothing left to do but pile better equipment on your toon) take forever to complete. Instead, why not have the rewards be things like new titles for your character? Who wouldn't want to be the one walking around with the name, "Bob, Slayer of Rallos Zek"? How about weapons and armor that are no better than the pieces that were necessary to take down the mob, but which have new and unique graphics, perhaps even graphics that can be customized to a degree (and no, I'm not talking about tinting) by the player? How about more epic quests that, when completed, allow a player access to a zone? And I'm not talking about crap like VT keys...I'm talking about an involved quest that involves having good faction with at least 3 relatively disparate groups (I'm not talking about needing to be ally with Dreadguard Inner and Temple of Life, more like having to be at least Warmly to both Steel Warriors and Freeport Militia), making kills all over the world and crafting items with the resultant drops. Now THAT is a challenge. Right now, I only know of three quests that come close to this: The Coldain prayer shawl series, the Aid Gimli series, and the Coldain ring series. Certainly, the game needs to have combat encounters that are interesting and challenging, but this is NOT an action game and never has been. The designers need to take a hard look at what they're doing to challenge the players, because the approach they're using now is becoming really stale and hackneyed, and if it persists, it will be the downfall of the game.

-aye
RE: To Ironic
# May 29 2003 at 7:53 PM Rating: Excellent
A few points I would like to take issue with Ironic over:

'In a group, the player does a fraction of the overall work, so the toon therefore doesn't learn as much about everything that was required to accomplish the objective' - It's called job specialisation. Clerics heal, tanks take damage, wizards nuke. If characters were meant to learn 'everything that was required to accomplish the objective' then there would be no need for different classes.

The reason items drop in price is because they have been superceded by newer and better things, thus raising the power of players at that level. This in turn means that the original items are easier to obtain and leads to an increase in supply to the market, hence lowering the price still further. Should the newer items have been introduced? I believe it was done to entice players to the new zones and has proved to be effective.

In a lot of your posts on this subject you berate Verant for forcing people to play in a certain style. And yet in your last paragraph above you say the high level game should consist of completing long and involved quest eg Coldain Shawl or faction work. This would force the high level players to farm greens for hours on end for faction and drops. Now if that isn't forcing a style of gameplay on players I don't know what is.
RE: To Ironic
# May 30 2003 at 9:59 AM Rating: Default
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215 posts
On job specialization: Granted. However, if the battle only lasts 1/3 as long because of the combined efforts of the group, then the toon hasn't practiced his skill for as much time, and so doesn't learn as much.

On deflation: I'm aware of the fact that the problem is related to the availability of new and better things. The problem remains, however- because the new and better things are becoming easier and easier to get, new players are effectively starting off more and more powerful. Eventually, the game will get to the point, where it will be unreasonable to assume that any player camping orc 1 will be equipped with anything less than a centi weapon and stat armor in every slot.

On the forcing into a style of play inherent with my "quests for flags" idea: The idea itself does not require a specific style of play. Perhaps there are several quests that can result in the same flag. And not everything would require grouping or solo play to accomplish. Maybe there's one path that can be accomplished in part by taking down a mob that requires the coordinated effort of a couple of groups, but there's another path that can be accomplished by a single player by performing multiple small tasks. The concept merely requires that players explore the world and become aware of how everything in it works together, which, in theory, is the root idea behnd EQ anyway, since, as others have pointed out here, it's not an FPS.

-aye
maybe..
# May 28 2003 at 5:47 PM Rating: Default
This change might be nice for those who like to play with a family member or a friend...so they can group and still get good experience instead of a sudden decrease.
RE: maybe..
# May 29 2003 at 12:58 PM Rating: Default
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215 posts
Perhaps...and it might not even be a bad idea to increase the bonus (though not quite to the degree that SoE is currently planning), just for 2- or 3-player groups, as long as they keep the amount of downtime between kills below a certain number. This would show that not only are they working well together as a group, but are also able to manage their personal resources (mana, HP, whatever) efficiently. For groups of larger than 3, however, it becomes far to easy to just have a continuous chain of pulls going- Monk runs out, grabs MOB, pulls him in. While tank melees MOB, monk gets another, which chanter mezzes, and the monk assists the tank. Meanwhile, cleric/shaman/druid is standing occasionally to heal the melees. When the first MOB is dead, tank starts to melee the MOB that the chanter mezzed, and the monk sets out again.

-aye
RE: maybe..
# May 31 2003 at 2:50 AM Rating: Decent
Personally, I find chain pulling to be among the most fun that can be had in EQ. Having a mob available to fight right away with little to no downtime is great. If the exp changes encourage groups to invite me to be part of the chain pulling then I'm all for it. I'm not convinced that they will, but it's possible.

Sivas
hmmm...
# May 28 2003 at 5:39 PM Rating: Default
Maybe now I might be able to find a group with my 53 druid. I hope that the experience starts going a lot faster....sitting in a group in PoD fighting creatures that are always yellow and sometimes red and only gaining about a blue per hour....I don't get that much time to play because I have to go to school..hope this helps me out a lot )
My 2cp
# May 28 2003 at 5:32 PM Rating: Good
Let me just say that I am someone who's main is a warrior, and who's alt (fast becoming my main) is a Shaman.
I think it is a very good idea to increase the XP bonus for grouping. Some classes, like my poor, barely useful, warrior can't get ANY XP any other way. He will literally sit for hours on end waiting for an invite into a group that will not usually be a very good one, and which will fold after a few kills. At least now there is a chance to get some more out of that brief period of killing. This is a change that should have been made long ago.
As for my Shaman, I have managed to get him all the way to 44 in just over 2 weeks of serious leveling. All of which have been done solo. This change is not a penalty to him, or the other solo classes, it simply lessens our advantage over others, say like my warrior. That in itself is not a bad thing, and does not hurt us directly at all, it simply helps others who cannot or will not help themselves.
I have heard other people say that they think soloing is more dangerous than grouping and that is why you should be entitled to the advantages gained through it as opposed to the "safe" avenue of always hunting in groups. I dissagree strongly there. When I am soloing I never have to worry about overpulls, if I have low mana I just rest a bit, if there are more adds than I can handle I just root and run. I rarely die when soloing because I can control the whole situation from start to finish. When I am grouping with my warrior, I have to rely on the good judgement of the whole party (not always a good thing), and if things go bad I can't just run and abandon everyone. Sometimes I have to take deaths trying to protect those casters. To me grouping is the most dangerous way to XP, and also vastly more inconvenient. They have always had a prejudice toward grouping players together and this is just a way for them to further encourage the practice.
The only real problem I have with this whole thing is the simple fact that SOE cannot do anything positive without throwing something negative in there too. I ground out the levels for months with my warrior looking forward to getting into the planes only to find that the lack of good groups kept me from experiencing everything those zones had to offer. Now that I have a good solo character and was once again looking forward to doing those camps I always wanted to do and getting all that great XP, they have to go and nerf it (just on the test server for now, but I would think soon to be implemented server wide). Hunting in the planes is not easy no matter how you look at it. Even in a well balanced group of experienced players things can go real bad real quick. The bonus for hunting in there needs to remain intact, if anything increased (never happen I know). I know this is the basic model they plan to use in EQ II and am not surprised to see them putting it in here as well. But please guys, can you just once do something good and positive without doing something negative as well???
Test Server!!
# May 28 2003 at 5:15 PM Rating: Good
"We look forward to seeing how these changes play out on Test Server."

Did anyone else read that? Does that mean the development team will "evaluate" these changes before it goes live on all servers? Does that mean the development team could change the values of group experience gained if they feel it adds experience out of proportion with the effort needed to kill said mobs?

"Accordingly, the bonus inherent to Planes of Power zones will be decreased slightly"

I wish a percentage had been quoted here, but it wasn't. However, it's not much based on the other info the development team quoted. Take a closer look...

Old system - "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"

New system - "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.""

Take a look at the math posted in this forum by two other posts. It's good math. Because of a higher bonus to exp for grouping, a duo individual will recieve 60% of a mobs exp instead of the old 51%. Only a group that kills mobs at least twice as fast as any "soloer" will benefit from this new system. The bigger the group, the more mobs they need to kill. This has always been the case. It's just the higher percentages now that add the bonus.

I feel the experience reduction in PoP zones is not greater that 10%. In the development teams example, a duo group gets 20% bonus exp to divide between 2 players, ie..10% each. If you solo in a PoP zone, "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."

So... the big picture is... PoP exp reduction will affect soloer's and groups. Once you make lvl 60, you will have more mobs available to gain exp from!

Now, here is some advice...
1) Enjoy EQ... it's a game!!
2) Solo or group in the zones you enjoy!
3) All things are subject to change... even this game!
4) Wait and actually play the game when the new patch comes out.
5) Form your own opinion.
6) Decide if you still like eq... continue playing or quit.
7) To all druids.... Bite me!!

I solo alot. I group alot. I have fun doing both! I just don't see this as "nerfing" the soloer!! Those of you that do, go ask your mom for another bottle. Maybe it will stop your whinning!!!

Yankee Air Barbarian
Doom Bunny
#Ironic, Posted: May 28 2003 at 5:00 PM, Rating: Sub-Default, (Expand Post) Okay, as some of you have probably alreday become aware due to the volume of posts that I've made on this topic, I'm more than a little opposed to the plan that SoE has presented for increasing the amount of exp bonus given to groups. I realize that there are some who are strongly in favor of the idea, and that there are others who will be neutral. The major problem, as I see it, is that while SoE is presenting this change as a positive one (they spin it positive in the first sentence of their announcement: "We have made some improvements to the way experience is rewarded in all of EverQuest"), this change, like many others they've made since the release of SoL, is anything but positive.
RE: An alternative
# May 28 2003 at 11:15 PM Rating: Good
hmmmmm.....Sounds to me like ironic is a bitter person that is probably about 11 yrs old and takes everything as a personal insult because ,after all, anything that doesn't serve to make him more uber then every other player is just ment to ***** him over. Lets hope that SOE in all their wisdom continue too single out ironic for nerfings until he finaly has enough and stops paying them to play their game.Smiley: grin


Edited, Wed May 28 23:35:55 2003
RE: An alternative
# May 29 2003 at 11:27 AM Rating: Good
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215 posts
Get over yourself. I'm not saying that this change screws me over personally. I'm not going to suffer because my style of gameplay won't change. My issue with this is that with every change like that that the developers make, the game loses a piece of what makes it fun to play: The challenge.

-aye

P.S. Actually, I don't have any interest in being more uber than everyone else in the game. Being on top isn't any fun...it's the journey that provides the entertainment. I'm sorry you don't seem to realize that.

P.P.S. Do you actually get broadband there in the trailer park? Smiley: grin

Edited, Thu May 29 13:04:58 2003
RE: An alternative
# May 29 2003 at 1:53 PM Rating: Decent
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195 posts
So, the games loses it's challenge if you only have to kill 100 Mobs in the DL to get your level instead of 150?

Let's face, this just reduces the wash, rinse, repeat grind. Most of us have leveled by going to the zones appropriate for our level and then killing the same mobs over and over again until we dream about them.

This change will help you spend one month in those zones intead of two. It will help you get more socialization by encouraging groups so the grind is a little less boring. It will encourage the activity that SoE know is important to the enjoyment of this game: socialization. I wouldn't play this game for long if I had to do it without interaction with anybody else. I solo enough in the game to know how boring that can be.
____________________________
Farwarden Aquendar Lerilon, 105 Season Human Ranger of Tunare
Xegony
My Fantasy Novels
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RE: An alternative
# May 30 2003 at 10:05 AM Rating: Good
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215 posts
I see. And at what point can this not be called a loss of challenge? When the number of kills falls to 50? 25? 10? 1?

I fully agree that socializing is a critical aspect of the game. Socialibility is not, however, limited to fighting in groups. One can be social by chatting amiably in /ooc or one of the many fine chat channels that are available on one's server. By hanging out in a newbie zone and setting up a buff station. By helping out other players with quest or tradeskill info that they're looking for or helping them run the spider gauntlet in FV. And yes, sometimes, by fighting in a group or on a raid. But let's not get tunnel vision and assume that /invite is the only way to be sociable.

-aye

Edited, Fri May 30 18:33:31 2003
RE: An alternative
# May 28 2003 at 6:30 PM Rating: Excellent
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195 posts
All of your "proof" is anectodal and from a negative opinion of SoE to begin with.

- Below level 10 respawn w/equip change: As a player who didn't know much when I started, had nobody to twink me, I wish I had this two years ago when I started. I fell in water in SFG that had pirahnas in it and could not get out. It took frustrating HOURS and repeatedly looting my corpse as I died to keep my body from rotting with the gear I had been gifted by kind players. Almost quit over that - that my new character could die in a "newbie" zone that way.. Just like newbie Rangers seem to always have to be told to keep their fletching and archery up, all newbies need to just be told to learn how to find their corpse!

- Spell book change: So in real life if you're sitting in the middle of a field with your spell book on your lap, you wouldn't be watching out of the corner of your eye for a dangerous mob? What is real life about being BLIND, the only sense that can help you in EQ to watch for enemies, while you rest your mind (not thinking about walking, running, spell casting, etc.).? And it would be a piece of cake for them to code so that when you hit your spellbook button, everything else went dark, so it has no sinister motives of "the new UI." It just makes sense that you would not lose give up all ability to watch for danger so that you could rest your mind. RL meditation is all about being MORE aware of your environment, getting in touch with things you normally screen out of your inputs.

- PoP porting: OMG, the porting is there because the world HAS GOTTEN HUGE. Without a Druid or Wizard, going back to my home city from say,Scarlet Desert, would take HOURS, even with the spires (home city is Qeynos). Also, if this had been available when I started, I would be a much happier WE Ranger instead of Human. I prefer the hunting ground, etc. but as it was I was level 17 before I made my first hours long run to G Faydark. I still need Druids and Wizards - to get to places like CS, WL, SFG, etc.

- LoY Maps to all: It was one of the stupidest parts of the game that they didn't have built in mapping sooner! Every other game I've played like this did! You run around Greater Faydark for four levels and your toon doesn't record where he/she finds things? Some explorer! The first thing I do in a new place in RL is get a map! That somebody else has made! It's not to "suck people in", it's to put in a feature that should have been there in the beginning, but their UI probably couldn't support it at first. XML makes it possible.

I love grouping - the chain pulling, the cleric healing, the mobs falling fast. But the experience was too low. I'm glad they are going to raise it and encourage big groups. If I get the experience of killing a yellow mob, I should have the penalty lowered for having help. Bravo SoE, put this in, let's rock!
____________________________
Farwarden Aquendar Lerilon, 105 Season Human Ranger of Tunare
Xegony
My Fantasy Novels
My Profile
RE: An alternative
# May 28 2003 at 11:01 PM Rating: Decent
Thank you for saying what you did Aquendar. If you had not, I would have.

Heck corpse runs can be bad enough today. Try getting killed deep in the new PoHate, waiting for a rez, your power going out for 6 hours thus negating any corpse summons and Rezzez that your guild was doing and trying to get your corpse when you are able to log back on. All that equals a major effort and pain in the rear.... And I HAVE an understanding of the game. If I had to go through this when I was a noob, not knowing which way was north, my life as an EQ player would have been very short.

Carden Hugatree
55 Druid
Imperial Might
Xev
RE: An alternative
# May 29 2003 at 12:42 PM Rating: Good
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215 posts
So, what you're saying is, when something happens that's difficult, you just give up? I, like everyone who started playing when I did, had to deal with the problems associated with CRs starting at level 1. Dying while on the run in a zone you didn't know your way around, after having forgotten to do a /loc so you have at least a vague idea of where the body might be. Having to risk dying AGAIN while getting your corpse. Yeah, it was a pain, but you know what else? It was fun, and I learned from it. If someone gets killed deep in the new PoHate and for whatever reason is unable to get a rez or a summon, resulting in a huge effort expended on the CR, then they learn something from that, too: How important it is NOT to get killed deep in PoHate. Too many players just don't get that dying is actually supposed to CAUSE A PROBLEM...the widespread availability of 90% plus rezzes has made death in this game a non-issue, except in such cases as you've pointed out, and for my money, such things SHOULD happen to people from time to time so that they place the proper emphasis not only on their own survival, but on that of their group or raid as well. For myself, I maintain this appreciation of how important it is not to die by not getting rezzes when I die because I did something stupid. And by not rezzing myself (yes, I can rez myself, but I don't). Why? Because the sting of lost exp reminds me not to do whatever stupid thing caused me to die in the first place.

-aye

Edited, Thu May 29 13:03:09 2003
RE: An alternative
# May 29 2003 at 8:41 PM Rating: Decent
No, not at all. That is why I am still playing the game. But this IS a game. It is supposed to be recreation away from real life. I don't want a game to be so dang difficult when I start that everytime I get killed in the first week, I have to pretty much start the ENTIRE process over again. The change to the CR issue was made for NEW players coming into the game that don't know about all the little nuances that are involved with this game that make it so darn complex. I didn't learn about the /loc command for a month.
I do agree with you about the penalty for getting killed and admire you for having to put up with level 1 Corpse Runs. Getting killed should make things more difficult in some manner or another. But you can't expect a corporation like SOE to always make things MORE difficult for the player base. It would cause too much frustration. Heck, go to the sites of one of the UBER-UBER guilds and see what they complain about and watch how fast THOSE problems are addressed. And these folks are a small percentage of the EQ populace.
There has to be the occasional un-nerf for the rest of us like they are putting in now.
RE: An alternative
# May 30 2003 at 10:14 AM Rating: Decent
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215 posts
I absolutely agree that they shouldn't be looking to make things more difficult. This game is wonderfully complex, and the potential challenges that it can offer are many. However, I don't believe that the game needs to be dumbed-down just to make things less frustrating for new players. Part of the glory of being a new player is that if you die at level 3 and your corpse rots with all of the equipment that you can be reasonably expected to have (and that's very important here), you can just delete him and start again. Bang, you have a new sword, new food and drink, freshly-pressed newbie robe or tunic, and you're ready to go again. And you'll make it back to level 3 faster than you did the first time. And you probably won't die. Now, for new players whose corpses rot at level 3 with all sorts of twink gear on them...that's part of the risk you take. There's no reason you should be walking around with gear that's so far over your head that it would be a problem to replace it if it rots. Even now, at level 48, if my main were to rot with everything on him, I could replace his equipment. I'm not saying this makes me a better player or more uber than anyone else...I'm saying that I'm prepared if the worst happens. Too many players now aren't.

-aye
Number Crunching
# May 28 2003 at 3:47 PM Rating: Excellent
ok i did some number crunching of my own

Old System
Mob gives 1000xp, Zone Modifier is 10%
Solo=1100xp
2=506xp/person
3=388.5xp/person
4=277.5xp/person
5=231xp/person
6=200xp/person

New System
Mob gives 1000xp, Zone Modifier is 10%
Solo=1100xp
2=650xp/person
3=500xp/person
4=425xp/person
5=380xp/person
6=380xp/person

I kinda like the new system better, kinda makes haveing that 6th person kinda like the icing on the cake. You dont need it, but it helps
braindead ?
# May 28 2003 at 3:17 PM Rating: Good
Anyone complaining about this is a dumbass....

It has been sorley needed for some time.. why they penalized grouping for so long in a group centered game is astounding.

This is not a nerf, in fact its the first change from SOE I can remeber thats NOT a nerf.

soloers will still be getting the same XP as always unless you happened to be soloing in PoP
(which isnt many anyway)

In which case there will only be a "slight" decrease .. but it will still be as good and probably better than soloing in the rest of the world

Do you have any idea how many solo classes have been stuck LFG since PoP came out ..

SOE didnt want people to solo in PoP to begin with, besides all you need to do now is group with another soloer .. go solo and get BETTER XP than before.

are you people braindead ?


#Ironic, Posted: May 28 2003 at 4:25 PM, Rating: Sub-Default, (Expand Post) Ok, one more time. Read it slowly. The complaint isn't that soloing won't generate as much exp as it used to. It's that grouping will generate more than it should.
#Anonymous, Posted: May 28 2003 at 6:08 PM, Rating: Sub-Default, (Expand Post) You mentioned below that SOE wants people to play longer in order to make more money. We pay a monthly premium, why do they care how many hours per month I play? If 100 people only play a few hours here and there SOE still gets $12/month and they don't have to pay to add a new server to handle the player volume.
only a step in the right direction
# May 28 2003 at 3:17 PM Rating: Default
I think that this is a step in the right direction but that SOE should step the XP bonus up to about 90%-600% for grps of 2-6 players so that there would be NO penalty xp-wise for grpin.
This would adjust the advantage of classes that can solo to just to major things....the ablity to solo when a grp simply isnt avaible ( this is a simple fact in some zones) and to the fact that when solo you get to keep all the loot yourself. To me this is a much more reasonable class advantage then the way it is and will be under the upcoming change; after all since only 2 classes currently have the ablity to just port in from time to time and see if a yellow conning mob that they can solo has spawned that drops some uber item, and only a few more can go and solo for 4 hrs and get 4+ AA points I think the class balance is way outta kilter. And know i dont think that all classes should be able to do what ever other class can I just think it should be more balanced and removeing the penalty to advancement from classes that really have no other great advantages is perfectly reasonable....after all warriors gaining solo xp in a grp would not give them the abality to solo in the elemental planes or anywhere else for that matter but they wouldnt suffer for the fact that their class or any of the other classes that cant solo lvl much slower then any of the so called "solo" classes for absalutely no reward at all.
the xp question...
# May 28 2003 at 2:11 PM Rating: Excellent
Personally I am excited about the PoP experience changes. I have a 62 druid.... yeah, I can hear the 'soloers' mouths drop. I don't solo. I never soloed. When I used her as my main, I BUILT groups. Level 58+ druids have a decent CH, and can be the main healer for a PoP group. I never had to go LFG, and hardly ever had any sort of significant downtime at all. If someone had to leave, I found a replacement and the xp continued. I use my 56 cleric as a main now in PoP, although the swap to her has been purely to gain AAs, plus she has an epic. I build groups with her now. I don't feel Sony is trying to '*****' anybody. This really IS a 'multiplayer' game, and of course they are going to encourage that aspect. In my humble opinion soloing should never have been an 'easy and safe' alternative, attractive enough to get so many people to do it at the expense of grouping. For those who say you go LFG for hours, why don't you try building a group? It takes me less than 15 minutes normally to build a group, regardless of what class I play, unless there's an extreme shortage of slowers/tanks around. Mages, rangers, and rogues are phenomenal DPS to add besides, and wizards are great if your camp requires an evaccer. Some of my best memories from playing involve the people I have met, not the experience and levels I have obtained. Also to touch on something else I saw mentioned, learning to group well is necessary to raid, and PLing to high level doesn't give you the skills you need to play a class as effectively as say someone who leveled the 'hard' way. Despite the fact that I have a 'soloable' class, I feel much more for the melees and classes who need a group to gain experience. Good job Sony.

~Lela
62 Hierophant
Prexus
RE: the xp question...
# May 31 2003 at 3:28 AM Rating: Decent
This is in response to the druid who asked why soloing was ever made an 'easy and safe alternative.' The primary reason in my mind is: time.
Btw, I'm in favor of the exp change -- I'm looking forward to getting more exp in groups. However, if I log on for 30 minutes or even an hour at the mid- and high levels it just doesn't make sense to group. If putting together the group only takes 15 minutes (which would be fast in my experience) and traveling to the zone takes 10 then my 30 minutes are up after the first couple kills. It's not fair to the group to bow out after such a short time. Soloing allows me to play for short periods of time without having to worry about leaving a group before being able to find a replacement. If I know I can commit over an hour to playing then I enjoy finding groups, but for those other times when I might have to leave on short notice or just don't have much time then I can still have fun playing EQ soloing.

It seems to me that Sony allows soloing to be a viable method for exp because it gives the casual gamer a way to play. And I'm glad for it.

Sivas
RE: the xp question...
# May 28 2003 at 2:22 PM Rating: Default
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215 posts
Okay, a couple of things. First, for players other than Druids and Wizards, soloing doesn't bring in exp as quickly overall as grouping. Second, soloing is neither easy nor safe. Third, who says that players that solo don't learn valuable skills? As a solo player, I've had to get pretty good at dealing with adds, because when I'm fighting alone, there's nobody there to mez or nuke the add, or keep me alive until I can turn my attention to it. I've also had to learn to single-pull. And to manage my mana. These skills are useful in a group situation.

The point here is not whether grouping should be encouraged. I believe that it should be. This change does not merely encourage grouping...for all intents and purposes, it forces grouping. In addition, it allows underexperienced players to get themselves into situations that create needless hazard not only to themselves but to others as well, and when a change creates collateral damage like I believe this one will, it can't be called a good thing.

-aye
RE: the xp question...
# May 29 2003 at 1:40 AM Rating: Decent
How on earth is this forcing grouping?? From what I have read, all this will be doing is making grouping more logical than it previously was. The solo side of the game isn't going to change except for the fact that every PoP mob will be giving a little less experience. They aren't making the MoB's harder to kill... They aren't taking away from your mana pool or even increasing the casting time of your spells. All they are doing is Adding a better bonus to grouping. Think of it this way: If you solo a mob that gives 100points of exp (or 400 per quad) you get ALL of the experience!! WOW!! Good for you!! Now if a full group of 6 kills those same 4 mobs, each person will only have received 152 points of experience or 38% of what you received. Wow!! That is killer isn't it?!?!Smiley: oyvey

Now, about this quote: "In addition, it allows underexperienced players to get themselves into situations that create needless hazard not only to themselves but to others as well..."
You must have been a Smiley: kingGODSmiley: bowdown at this game when you started and I can only imagine how good you are now!! Either that or you are one of those "underexperienced" people that you are talking about with that quote.
I was "underexperienced" as a newb fighting orcs in G'Fay but I learned how to deal with it and become better. I was "underexperienced" when I first started fighting in Paludal Caverns, but after a day, I was starting my own groups. I was "underexperienced" when I first started charm and quad kiting in Iceclad, Timorous, and Eastern Wastes. But guess what happened. I practiced a little and became better at it.

Nobody is telling you how to play or "forcing" you to change your style of play.
Go charm, go quad, go group.... I don't care which you do.... just don't do it around me. I'm tired of your complaining.

Way to go SoE... Thanks for making most of us happy for a changeSmiley: grin

Carden HugatreeSmiley: boozing
55 DRUID (ohh, a solo class)
Imperial Might
Xev


Edited, Thu May 29 01:59:47 2003
RE: the xp question...
# May 29 2003 at 11:34 AM Rating: Default
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215 posts
Actually, yes, I AM one of those underexperienced players. Which is why I don't go to zones that I don't think I'm ready for. I could be hanging around PoT right now, trying to get a group at 48 and jacking things up for everybody there, but I don't because I know that I wouldn't be an asset to a PoP group yet.

You see, I'm not afraid to admit to my limitations, and to work within them to better myself. I'm also not so impatient that I need to be level 65 today. Part of the point of the game is to explore the world...it's just too bad that most players don't seem to realize that.

-aye
RE: the xp question...
# May 28 2003 at 2:21 PM Rating: Default
Finally, thank you!
Ya know it's funny.. why is it that people who play one of the best soloing classes agree to this? :-D


Spiritling 55 druid
Spiriter 55 ranger
Ayonae Ro
NEVER FEAR! SPIRIT IS HERE!!!
M is for Multiplayer
# May 28 2003 at 1:58 PM Rating: Decent
Don't forget that mates. mMorpg...not FPS.
#Ironic, Posted: May 28 2003 at 2:14 PM, Rating: Sub-Default, (Expand Post) Perhaps, but by funneling everyone into the SoE gameplay mold, they're removing the RP from mmorpg. There's no point in calling it role-playing if everyone has to do the same things to have the same chance for advancement. Then it becomes more of an MMOHFG.
RE: M is for Multiplayer
# May 29 2003 at 12:22 AM Rating: Decent
Role-play is when you take on the aspect of your character and act as that character would. Interacting with others, talking in-character, forwarding a storyline. Soloing has nothing to do with RP. You don't RP for experience, you RP for fun. Try playing Table Top or LARP sometime. You don't play it to be better than other people, you play it for enjoyment's sake.

If you consider soloing your "Role-play" Then it shouldn't matter how much experience your getting. There is no In-character reason for killing the same orcs every few seconds, waiting for them to "magically" reappear.

The RP is in the MMORPG because the game has an ungoing storyline. If you want to be part of it, then you can be. Most playrs just aim for experience and loot, enjoying the story when they occassionally run into it.

-Stuff
RE: M is for Multiplayer
# May 29 2003 at 3:27 PM Rating: Decent
/agree Dembark!!!

I am a 31 shadowknight, a 31 monk, a 36 druid, a 56 shadowknight, and a <insert every class here> 15 and below! I make different characters for the point of learning how the class works, so I might be able to help other newbies at the game. But that's not all! Just three days ago, I did the most astounding RP in EQ I have ever experienced with my best friend. I played my 31 monk, he played his 20 necromancer. We sat down in front of the PoK book and roleplayed for literally 2 and a half hours! In the end, we both grouped up and whomped HighKeep just as darkies should do! It was a wonderful day, and I dont want to hear Ironic complaining about the game anymore!
RE: M is for Multiplayer
# May 28 2003 at 3:43 PM Rating: Decent
I can't account for the reasons for their motivation that you provided, but the points about roleplay are good. /agree
Nerfing Soloers
# May 28 2003 at 1:40 PM Rating: Decent
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64 posts
If they REALLY wanted to Nerf Soloers, they would have used an idea which came up at the East Coast Fan Faire, namely, Stumble.

That's right, the longer you run at higher speeds (Sow, etc), the better chance of stumbling (starting out at infantesmal). All you have to do when ya stumble is hit the sit/stand button, but still....
RE: Nerfing Soloers
# May 29 2003 at 12:55 AM Rating: Decent
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92 posts
There are many more soloing techniques than straight DD kiting, and that would only solve that particular one. Many soloing techniques do not rely so heavily on running away. Plus there's no accellerate time unless you're on a horse, so all it would be is one more button to hit every once in a while. And a big annoyance for other travel overall.
RE: Nerfing Soloers
# May 28 2003 at 2:29 PM Rating: Good
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215 posts
Stumble is an interesting idea, but it only addresses the complaints of people who are anti-quadding, and even then, incompletely. When druids and wizards quad, they're not constantly running...they run to one end of their quad area, stop, turn, cast, then run to the other end and repeat. Since there's not a lot of continuous running, the chances for a stumble are not high. When other classes solo, they basically just pull a mob and then either root it and cast it to death, or they (or their pets) melee it. Either way, the battle is a pretty stationary affair, so not a lot of opportunity for stumbling. What stumble would actually do more than anything else is cause problems for people who are fleeing...not necessarily a bad or unrealistic thing, but clearly something that would cause a squawk.

-aye
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