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huffel

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Current XP and Spawn System and Overall Satisfaction
« on: September 02, 2010, 04:40:00 PM »
I feel the need to comment on the current XP and dungeon spawn system, as I have realised that
this is of concern not only for me but for many players I have interacted with.

To put it bluntly, many players, me included, experience zero satisfaction when it comes to the current xp and spawn
system implemented on the server. Here is what I know about the current xp and spawn system:
Roleplay xp has been severely lowered to the point that 4 hours of nearly non-stop roleplay and constant typing nets
you a resting message and consequently an xp gain of around “hardly any or no challenge”. From what I have heard
and also experienced myself, during roleplaying the xp gains come much more seldom than in the past and it seems
that the amount of xp was lowered as well.
Combat xp has been cut down severely. I heard that there were changes implemented several updates ago that
decreased the amount of xp gained from any foe, be it hardcore enemies such as darkling sword masters in fane
forest or the normal regular decrepit skeleton.
The spawn system was apparently changed so that a decent or even maxed spawn can only be encountered right
after a reset of the server. After that, the spawn system allows the dungeons to respawn, however at a very slow rate.
Naturally, after a reset, players all rush as fast as they can to all the dungeons and clear them, leaving the unlucky ones
that were not online at the time of the reset with low spawn, no fun experiences. Something I can only confirm.
The dungeons, no matter which one, from alhoon cave to vampire crypt over lich tower, scrag cave, spider cave,
tunnels to dvergeheim, monastery, they all were low on spawn and no challenge or fun whatsoever. Apart from the
very few, very lucky ones or the ones that somehow manage to stay online permanently, nobody has encountered
bosses such as Elketh or the Alhoon in several weeks. 

The aforementioned three changes together result in an overall satisfaction for many players
that can only be described as complete and utter frustration.

The decreased xp gain and spawn system, I guess, were implemented in the hopes that players do not farm the
dungeons so often and advance rapidly. It seems it was also thought that if the dungeons are low in spawn and
offer hardly any challenge, it would encourage more roleplaying than dungeon crawling. That however presented
another problem: if players started to roleplay more, they would gain xp rapidly through that, so in an attempt to
equalise and balance the xp gains, roleplay xp was cut down as well.

However, from what I have observed, these changes only add to worsening the overall experience and not improving it.

Because the overall xp gains from combat and roleplay are so low and the dungeons do not yield any good spawn,
players do not sit back in resignation and start to roleplay more, but hit any and every dungeon they can think of in
an attempt to gain ANY xp whatsoever, even if it is ridiculously low. Consequently, the spawn never has time to grow,
resulting in pitiful challenges that are no fun whatsoever, adding to the frustration and no fun experience for everyone
when they enter a dungeon. I have heard from numerous players that recently they have started grinding excessively
due to the overall low xp gains.
The changes do not encourage less grinding.
On the contrary, players start to grind MORE.

On the matter of low xp from roleplay, people have been bringing forth the argument that we should roleplay for
roleplay’s sake. In other words, we should not mind low xp from roleplay and the slow progression of the characters.
I am sorry, but the thought of having to spend one and a half years for a character to become strong enough to
actually go places such as perfidus and blaustein is already bad enough. One and a half years was the period it used
to be. With the new xp changes, the waiting period will increase drastically. To have to grind (yes, grind because of
the reasons stated above) for two and a half years to three until the character has progressed far enough to go to
perfidus, blaustein, bluetspur and other highly dangerous but memorable places is just way too harsh.
And the argument that players do not HAVE to go there is downright ludicrous. Then why have these places at all.
Old players and DMs have encouraged in old posts to go to these places, explore and such. The matter of the fact
however is that most characters below a certain level will hardly be able to enjoy said places as they will be dying
constantly. To reach a sufficient level and to explore together with others was one of my own drives and I had
planned grudgingly and reluctantly that it would take probably already one year until I was strong enough to see all
these marvellous places. Now however, two years is even a highly optimistic estimation! It is just too damn long a time.
Coupled with the current spawn system it is a too damn long a time filled with no fun grinding.

Another argument brought forth in favour of the new xp system is that players would advance too quickly and challenge
MPCs such as Vincent after having been on the server only a short time. Vincent, if I recall correctly, is a level 17 character.
Even under the old xp system it would have taken average players one to one and a half years to even come close to his level.
One to one and a half years is by no means a short time. And for argument’s sake, let’s assume a hardcore player really does
manage to advance his character to level 17 in 10 months instead 1 1/2 years (which is impossible, even under the old xp system).
What exactly would be the difference? Whether he can challenge an MPC in ten months or 18 will that have any significant
impact on how he will react towards the MPC?

I have heard from several different players that lately, they have been bored. I must say, I have been too.
And that is a word extremely dangerous, even more than frustration. The boredom comes from low xp gains and
zero challenges from dungeons.
And yes, before this argument comes up again: I have been doing herbalism and alchemy, advanced my own plot
and tried to get into player driven plots by other players.
Of course, the low spawn in dungeons is exacerbated by the way of play by the players themselves, but as stated
above: if the overall xp gain is so low, there is hardly any other way to gain xp a bit faster.
The amount of xp earned should at least reflect somewhat the effort players put into the time they spend in PotM.
Right now from my and many other’s perspective, that is not the case at all. If players are deprived of xp gains that
correspond to the massive roleplaying or adventuring they have been doing, frustration and boredom are bound to arise.
The xp cap alone is more than enough already to make sure that players can not advance too quickly.
Why even lower the amount of xp gained when there is a cap that regulates how quickly the character gets the xp?

And lastly this is what it is ultimately about: fun. Not excessive managing of how fast or slow players should advance
their characters. If many players that usually have a lot of fun doing roleplay are saying that they have been bored
and highly frustrated lately, then in my opinion this is something that should be looked into and not just be dismissed
as the whining of level-hungry players.

And regarding fun and roleplay one more thing: the refusal by some DMs to reset or respawn a dungeon when a
huge group of 8 to 10 players has gathered and going out together to find some excitement is not very helpful.
The argument I was told was that apparently it would defeat the purpose of the currently implemented spawn system.
So a ten player group, going from one empty dungeon to the next, the players getting more and more frustrated and
bored, players of the group breaking off to find some low level spawn in another dungeon as it does not make sense to
hit that pitiful spawn with a ten player army – that is improving the overall experience for everyone inside PotM?

I have stated this before and will say it here again: a very strong spawn inside a dungeon will entice teamwork,
allow players that do not know each other to bond and therefore ultimately encourage more roleplay than anything else.
The closest roleplay partners I have, I got to know and started serious roleplay with them after having braved dungeons
and general adventuring. This is just normal basic human behaviour. With whom do you usually bond quicker: with people
you go to a pub, socialise, talk and drink together or with the stranger in front of the pub you just met by happenstance?
The same rules apply here in a roleplaying game with going out for adventure or dungeons instead of the pub.
Our 8 to 10 player group was a perfect example of that: while we were walking from one empty dungeon to the next,
occasionally slaying some low, no challenge spawn, the conversations, jokes, quips, basically overall roleplay dwindled more
and more while boredom and frustration (and huge feeling of guilt at my part to have brought this big group together and
now having no excitement to show whatsoever) steadily increased. The last 20 minutes or so we almost walked in silence.
Then night came and we encountered a somewhat small but moderate dangerous group of foes. First, you could downright
feel how the players almost were letting out a sigh of relief at the notion that there is something to do after just walking
from one empty place to another. Second, as soon as the enemies were vanquished, suddenly the mood became better
and conversations about backgrounds started, roleplaying ensued together with the jokes, the quips, the laughing.

Ultimately I am arguing that low spawn system, coupled with extremely low xp gains from combat and roleplaying is in the end
detrimental and not improving overall satisfaction and play in PotM. Most importantly however, it is no fun at all but incites
frustration and boredom inside a large part of PotMs playerbase.

I will stop now. The post has already reached an ungodly length anyways.




peluscious

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #1 on: September 02, 2010, 05:07:05 PM »
Maybe the old system with more danger could help.
People can go grinding, but with much more fear, and thinking twice if it's worth it.
I think we can all agree that fear is much better than boredom.
I am against grinding and xp hunting, but I am much more against finding nothing, which leads to boredom.
I'd rather die more, lose more money and even spend more time dead than just walking.
I can handle dying as a consequence of my actions and choices (like fighting something i shouldn't or not running away when i should).

Ercvadasz

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #2 on: September 02, 2010, 05:19:51 PM »
i aggree, allthough i would like to add, that the newly implemented systems not only the spawn, but the lowering xp and gold gain and adding the new dying issue...well i would like to point out that it is not worth to take any risks anymore of dungeoneering. Because for lower levels, especially those that were made at or after the new system has been brought in, these new systems are such a hindrance, a handicap whatever, that they will be:
a, forced to metagame
b, forced to do one thing [aka minking, bounty hunting]
c, forced to do nothing, but try social roleplay, by which they can easily die, because they just met someone who is in a bad mood, and they never had a chance, basicly because they cannot level, they cannot earn gold, and even equip themselves [not even with a steel sword].

And what low amount of gold they can get together, they can lose very easily since the monster[npc] challenge rates are allready as hard as they can be, seems that they are the ones that are favoured most of the time by the dices [e.g.: from 15 rolls 12 are 20-s???? or allmost every second of their roll is a 19 or a 20?]
They lose their gold when they die, their corpse either gets robbed [of dropped gold and weapons/torches] or their gold is needed so they can be raised at last [new death system], they can get easily pickpocketed from higher levels, and whatever else you can think on. While earning gold is so damn hard or boring for a lower level that i cant even tell it.
[yeah i know try rat hunting, one wererat, or get diseased and it is over]

and on a sidenote if you manage to get a party together and a dm comes to spice up the adventure, many will just turn around and walk away(which i allready noticed), or if they cant just they just "sudden crash"...because they are allready feeling tired that they have no hope, no chance no nothing.
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Shadowthrone

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #3 on: September 02, 2010, 05:26:33 PM »
The spawn rate of dungeons is absolutely ridiculous. We often have up to 65 players on at peek times and it takes about 5 days of a dungeon being totally uninterrupted for it to become full spawn. The only high spawn dungeon I have seen for months is Perfidus, simply because it requires a skilled and balanced group to complete. In my opinion it should take no more than 24 hours for a dungeon to become high-full spawn.

Incidentally, the OP stated that spawns are full after a server reset. This is not true, resets have no effect on the spawn system.
« Last Edit: September 02, 2010, 05:28:34 PM by Sheltatha »

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #4 on: September 02, 2010, 06:16:34 PM »
I was under the impression that the spawn have rates based on some random variables that change as time passes (real life). Hence some places at a certain time appear empty whereas at times some areas are mid-max even five minutes after being hit (like the shadows a few months back)
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mayvind

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #5 on: September 02, 2010, 06:41:29 PM »
I don't do dungeon much like I used to is because of the spawn rate i guess, I dont think there many that remember elites vampires in vampire lairs anymore. Everything seem to be heading toward HARDER, HARD CORE. And forget the fun element. Dungeons seem empty and sad now aday. We have lots of players and few DMs to keep most population happy. So most will turn to dungeoning or crafting. with spawn rate so slow most dungeons only give critters to kill and meager loots.

Avatar6666

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #6 on: September 02, 2010, 08:01:13 PM »
Hard to craft when most resources are in dungeons and you cant find the resource. Even worse is the fact that gold has been toned down so much a lot of crafting has become a luxury item for the rich. Which does not support new crafters. The Impact of adding potions to the treasure is also a factor why potions don't sell like they use to and people don't buy as many as they normally would. These new changes seem to be having a snowball effect and its not getting better, This is just my opinion.  Mostly i stoped playing here because of these factors and play on another server now. I still come back because i miss the people who i rp with. but i don't spend hours on-line on this server anymore like i use to do. I just don't find it fun anymore.
« Last Edit: September 02, 2010, 08:18:37 PM by Avatar6666 »


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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #7 on: September 02, 2010, 08:14:56 PM »
I know that myself and other people my level have been becoming frustrated at the lack of places to level that give us well... anything.

tzaeru

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #8 on: September 02, 2010, 08:57:16 PM »
The above mentioned fact that most crafting ingredients are found in dungeons is likely the most significant component of low-spawn dungeons.

What comes to my own experiences: Been just fine. Elketh with a Greater Broken One or two is always in his lich tower. Hag is on the swamp every time I've visited. Wererat Lords and Elder Oozes fill the sewers of Dementlieu. Elder Scrags are not exactly a rare sighting.

Then, those are all dungeons best done with characters from level 10 and above, so that might contribute..

Emomina

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #9 on: September 02, 2010, 08:59:36 PM »
This thread is in the wrong section, should be in the Systems feedback. I will move it when I get chance, if no one else gets it done before.

About the xp gain, completely agree. I get good xp, about 1 or 2 days a month. The rest of the days, I either don't get any or just the two or three emote RP rewards for a few hours.
Finding a good spawn is a rarer occurance than just about anything on PotM.
However, I can still confidently say I can get to level 8 or so within the first two months of playing.
Its the journey from 8-12 that is very hard to find anything worth doing. Its a bit of a shame too, as that range is the first time you have some useful mechanics to put in play.

The spawn rates would be fine, except I notice the dungeons are hit on low spawn often. They have to go unmolested to become anything fruitful.
Perhaps shortening the time needed to grow might be in order.

Though the recent cut of RP XP gain is baffling. I remember Reiko went from 8-11 between fighting anything. RP XP used to be enough, these days its just not helping advancement at all. You have to find a dungeon, and find one that will reward your level, and find some others online that are around the same level, and hope they feel like doing a dungeon, and have enough time left to play so that you can complete a dungeon, AND if you stay true to RP which I insist on, then you also have to find a party that your character would actually join.

Presented with all the IFs, most just hit the first meager and manageable spawn they come across, to at least have some form of gain. The problem exacerbates and perpetuates unto itself in this way. A lion king circle of life sort of thing.
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Avatar6666

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #10 on: September 02, 2010, 09:21:46 PM »
You have hit the Nail on the Head Emomina , At least in the old system you could go to an inn and rp but you can't even do that now.


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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #11 on: September 02, 2010, 09:45:48 PM »
As Taty pointed out in another thread:
Most of the changes that seem to be made attack the players time

Exhaustion: takes longer to do the same things
XP : Takes more work to accomplish the same XP
New Pricing: Have to run across the server to sell anything for a decent price, have to adventure more to gain the same amount of gold

I have extremely limited time to play of late. Sitting around waiting for the game engine to let me accomplish something is extremely frustrating.  I try as hard as I can to not have my characters die and that largely entails not taking any more risks than I have to (I.e. only going places I know I can handle when alone and only going to new or dangerous places with a small army of the toughest people my character knows). So even when I do dungeon the higher level characters sap my xp. Lucyola was level 10 for an entire month and a half and that when I was able to average about three hours a day during the week for play. When a character does inevitably die, well that pretty much ends anything I was going to do that day as buy the time it gets resolved I have no time left..... and that was before the new complications for resurrection were added.
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Taty

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #12 on: September 02, 2010, 09:52:52 PM »
You have hit the Nail on the Head Emomina , At least in the old system you could go to an inn and rp but you can't even do that now.

Well you can, you just won;t advance from it :P Makes me wonder how this will impact the playing of rp characters, will people stop because it takes them forever to advance ?

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #13 on: September 02, 2010, 10:32:04 PM »
As a native character, I remember not caring with Chomski nor about his levels. He still managed to be one of the most powerful characters on the server for a long time...scheming from his citadel chair.

Hitting dungeons is fun, I remember liking hitting that high spawn dungeons, but even then, after a while, it gets boring too. With EO we looted (raped really) every dungeon, I ninja'd them back in the old days, pulling hauls of 92 k worth of GP and insane loot out of them.

Lost my train of thought.


Oh yes. Too many characters sometimes are way too comfortable in their little niche, club, and nothing happens. If you find the game boring, make something happen. Levels & hitting dungeons isn't what is best about the game, imo, its dynamics, but if you play your characters too safely & don't allow others to shape your stories or dread to come your way, then XP will also get old and boring.

Edit add: A yes, the Gundarakite rebels group back in the days, fun bunch, all below level 6, they did great things.

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #14 on: September 02, 2010, 11:56:04 PM »

I'm in agreement here too.   I have to basically do suicide runs to get anything resembling good progress.  I've been stuck on 7 FOREVER, and every time I do a productive adventure in terms of XP either me or one of my party members ends up carrying a corpse back to town.

*cry!*

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #15 on: September 03, 2010, 12:21:24 AM »
I normally appear as one of the "POTM ruined forever" guys.

Since the beginning of 2010 I've noticed many random tweakenings of the RP system, related to monsters, DM events and RP messages.

I believe the staff is seriously putting efforts at finding the right balance, of course it's not hic et nunc, not here and now, since as many have pointed out here, I can list as well a whole thread of proofs that it is working worse than it used to be.

I'm positive it will be reached a balance with an overall agreement.

I keep being most of my time alone, expecting what I expect, for a specific IC choice: but like last night, I can happen in situations where the fun is there, the unexpected is there, and probably also some form of reward if you play well. It was the first time for me as a player and Arden as a character to RP properly with some 4-5 guys. I went to sleep tired and happy. It was anyway a DM event collecting all those souls, but I believe also player-planned thing (I think about the Carnival idea of this weekend) can be an occasion like that. And when more characters are gathered around, unless closed tightly in their own circles/clubs, many things -can- happen.

To go back on topic, POTM is like a ship. There has been some manutenance to make it go "faster" when sailing on the sea, unfortunately some holes have opened in the process. I strongly believe the holes will be fixed and the ship will start going faster.
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Darcarna

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #16 on: September 03, 2010, 12:46:36 AM »
Quote
Ultimately I am arguing that low spawn system, coupled with extremely low xp gains from combat and roleplaying is in the end
detrimental and not improving overall satisfaction and play in PotM. Most importantly however, it is no fun at all but incites
frustration and boredom inside a large part of PotMs playerbase


Well, when the server crashed I was out of POTM for three and a half years, and it feels like alot has changed between now and then.
I would like to think that all of those changes came with heavy contemplation, and then were implemented for some greater good. I really screwed up when I made Thin upon returning, and playing was extremely frustrating beyond basic RP like chatting with others and going camping or mink hunting in safe areas (all six of them).

 Even when finding a strong group and trying to stay back would spend an ungodly amount of time standing in the near Ethereal, while the rest of the group continued on. I been playing like the addict I am, logging an insane amount of hours. It felt kinda like some of things that at one time I could have shrugged off, now had become much more frustrating and amplified by the heightened level of difficulty. The server rolling back and losing a level because I didn't spend enough time clicking save, or spend five days capped with no respawns to finally die and lose a level. The little bugs, minor annoyances and general non issues seemed to sting a bit more.

                                                             But,

   And it's especially hard at this particular time to say it really, due to other circumstances I won't discuss, but I forget about the technical side of PoTM most the time. Especially now My charactor is more sound. I find it very easy to immerse in PoTM, imagining what My toon is thinking and feeling. I can waste alot of time sitting in the woods by a campfire after cooking some venison, and keeping an eye out for predators. Going hunting, grave robbing, trying to figure out where Thin's usual company may be etc. We sit around and drink, we all suffer the pangs of being trapped by Old Night. I genuinely get excited, heart pounding, awareness heightened, on the edge of My seat as I am creeping up on a mausoleum or coming around the next bend of trees at night. Bats have litterally made me jump.

I completely forget about XP = E = mc Squared / the guy running around rolling [ant] + the spawn level  X the treasure yield of dungeon 'Y" and why My ab doesn't look right at times etc.

There are a couple of things that dampened My time spent here on PoTM, half of them I bring on Myself, part I cannot go into detail about, but little of it really has to do with the Xp cap, or spawns, or treasure.

« Last Edit: September 03, 2010, 01:12:06 AM by Darcarna »

Avatar6666

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #17 on: September 03, 2010, 03:01:21 AM »
As a native character, I remember not caring with Chomski nor about his levels. He still managed to be one of the most powerful characters on the server for a long time...scheming from his citadel chair.

Hitting dungeons is fun, I remember liking hitting that high spawn dungeons, but even then, after a while, it gets boring too. With EO we looted (raped really) every dungeon, I ninja'd them back in the old days, pulling hauls of 92 k worth of GP and insane loot out of them.

Lost my train of thought.


Oh yes. Too many characters sometimes are way too comfortable in their little niche, club, and nothing happens. If you find the game boring, make something happen. Levels & hitting dungeons isn't what is best about the game, imo, its dynamics, but if you play your characters too safely & don't allow others to shape your stories or dread to come your way, then XP will also get old and boring.

Edit add: A yes, the Gundarakite rebels group back in the days, fun bunch, all below level 6, they did great things.

Right now you cant play a char like that, Oh you can try but you wont get any xp from rp and the dungeons are all empty. So you can sit and be bored. I realy dont understand why you knocked down rp xp, it was rather nice to chat and learn things from people and actually rp. You cant be one of the most powerfull chars now under the new system. I think this is the point people are trying to make here. I know that is my point. I really liked the old server and it had its ups and downs but it was a good server and i believe people had more fun on the old server then now a days. Just my opinion.
« Last Edit: September 03, 2010, 03:07:30 AM by Avatar6666 »


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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #18 on: September 03, 2010, 03:17:03 AM »
As a native character, I remember not caring with Chomski nor about his levels. He still managed to be one of the most powerful characters on the server for a long time...scheming from his citadel chair.

Hitting dungeons is fun, I remember liking hitting that high spawn dungeons, but even then, after a while, it gets boring too. With EO we looted (raped really) every dungeon, I ninja'd them back in the old days, pulling hauls of 92 k worth of GP and insane loot out of them.

Lost my train of thought.


Oh yes. Too many characters sometimes are way too comfortable in their little niche, club, and nothing happens. If you find the game boring, make something happen. Levels & hitting dungeons isn't what is best about the game, imo, its dynamics, but if you play your characters too safely & don't allow others to shape your stories or dread to come your way, then XP will also get old and boring.

Edit add: A yes, the Gundarakite rebels group back in the days, fun bunch, all below level 6, they did great things.

Right now you cant play a char like that, Oh you can try but you wont get any xp from rp and the dungeons are all empty. So you can sit and be bored. I realy dont understand why you knocked down rp xp, it was rather nice to chat and learn things from people and actually rp. You cant be one of the most powerfull chars now under the new system. I think this is the point people are trying to make here. I know that is my point. I really liked the old server and it had its ups and downs but it was a good server and i believe people had more fun on the old server then now a days. Just my opinion.

it is not about powerfull char or not, your character simply cant advance anymore, without taking very very high risks.
and this is especially true for mid-lowbies like level 7-10 you basicly have to to places where you have no chance of survival...
rp xp, was lowered so much, that it is barely noticeable, monster xp is low, loot gain is low, and not just because of the spawn, but because of the new system
while risks remained the same, or they got even higher [too many crits the enemy monsters roll, new death system where as you might rise as a zombie and so on.]
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Thoraion

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #19 on: September 03, 2010, 03:39:35 AM »
Same here.
Advancement stagnates, and i suppose advancement as one of the key drivers to play was highly underestimated by the devs here.

Dungeoneering is at the moment either boring or deadly - with almost nothing in between. The "almost" are by complete coincidence the dungeons that are farmed to an extreme degree.

Crafting is a differentiated thing...
Herbalism became more affordable, but is for low levels still damn expensive. No, i don't suggest a further reduction of prices for potion bottles!
Smithing feels quite stale now from the point you advance to iron or steel. The extremely expensive templates for armour ensure that you can't do much because you run out of coins way before you run out of ore.
Woodworking felt like the most expensive craft 3 years ago - i don't know how it is now.
Alchemy is outright deadly... i did not try it yet, but i see where i stumble upon reagents i know of. I would not want to be a lowbie taking up that craft...

Pure roleplaying is still fun, but with reducing the XPs for it, a third or even half my motivation for it has disappeared. Playing with really great players (top-ten on the server) makes up for that... but those are not always online.

Well, you achieved at least one thing... minks and rats have become one of the best sources of coins for characters of level 2 to 15.

A few months ago i was quite excited about the idea that i would soon see a few dungeons a have never seen yet. Now i know that will take another year or more. I am quite sure that even half a year to reach level 11 is too long to keep me on it.

Please, please, dev team... in whatever way you tinker with the XP system: Take into consideration how log a level up will take in playing hours - and how long the ocassional player has in a week to play. I played very, very much during the past weeks and saw no progress at all. That discourages me because my playing time will be severely limited during the next months.
Currently playing:
no characters, will eventually be back

Characters in stock:
- Darian Eisenhand        - Ansgar "Frettchen" Ostvent
- Thorben Eibenfinder    - Einar Falkensang

Soren / Zarathustra217

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #20 on: September 03, 2010, 03:44:34 AM »
How many times do I have to repeat that the gains over time has remained unchanged over atleast the last two years? The only difference is that you are hitting the cap less hard and the message you have upon rest are different. It's immensely demotivating that this movement of misinformation has become so resilient. What new has been contributed here that has not in all the past discussions? This is such a tremendous leap in the wrong direction for us working together constructively.

 :banghead:

As for the spawn rates of dungeons, I was made aware, albeit only recently, that they on average were very low. As such, I've started evaluating them to better balance them out. But honestly, you make me wonder why I should bother.
« Last Edit: September 03, 2010, 04:15:44 AM by Zarathustra217 »

Soren / Zarathustra217

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #21 on: September 03, 2010, 03:49:42 AM »
From the most recent XP topic:

The XP gains have been overhauled, but actually to reward risk taking more (and the trivial less). The entire calculation was restructured though, since I finally pulled myself together and made a proper diagram over the XP gains, revealing certain imbalances.

What you should keep in mind, however, is that your gain is still limited by the cap, meaning that if you were constantly moving in the "slow-down" section and now in a more balanced, your total XP gain over time will be the same.

I'm continously monitoring the general XP buffer status, and it all seems fine. Average is about 7,300 which is the ideal. You are gaining less XP , but the buffer settings hasn't changed, meaning the progression over time is unchanged. What may be experienced should only be periodical differences, that'll eventually even themselves out.

Unless you are getting the messages of "neglecting your path" or "longing for new adventures" you aren't at risk of falling behind. Last I checked, the server average is at a balance between pushing the cap and being in full balance with it.

But will check the RP XP and double check everything else too.


DM Tarokka

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #22 on: September 03, 2010, 03:55:03 AM »
But honestly, you make me wonder why I should bother.

Hug? *puppy eyes*
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mayvind

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #23 on: September 03, 2010, 03:59:49 AM »
But honestly, you make me wonder why I should bother.

Hug? *puppy eyes*

Groups hug ! ...We luuuuve you, ye know that right ? Luuuve you in none gay way ... but luuuve ye like i luv eating noodles ! And we know how much you done for us, how much you spend countless hours improving the server ! We just whinny b"#¤ches ! I blaming EO for this !
« Last Edit: September 03, 2010, 04:03:07 AM by mayvind »

Emomina

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Re: Current XP and Spawn System and Overall Satisfaction
« Reply #24 on: September 03, 2010, 04:14:03 AM »
But honestly, you make me wonder why I should bother.

Hug? *puppy eyes*

Groups hug ! ...We luuuuve you, ye know that right ? Luuuve you in none gay way ... but luuuve ye like i luv eating noodles ! And we know how much you done for us, how much you spend countless hours improving the server ! We just whinny b"#¤ches ! I blaming EO for this !
+1 and roflmao at Mayvind "none gay way" haha
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