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Todays Update, XP bonus for solo and small groupsFollow

#1 Jan 26 2005 at 1:52 PM Rating: Decent
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I went home for lunch today to check out the rumor of increased xp bonus for solo and small groups.

Here is what I noticed.

Last night I spent time soloing on the beach of the Enchanted Lands, killing Salt Snappers. They are level 31 and 32 and con orange and red to me, respecively as a 27 ShadowKnight. Last night I was getting about a quarter of a percent each kill. It's a little slow, but I can kill 1 turtle every 3 minutes, the kill usually takes about 2 minutes, and I wait for my power and buffs to get ready in between kills. So 3 minutes on the dot. Doing this just by the numbers provided, I can get a level in 20 hours, not counting the 1% xp per 'turtle killing quest' I get (repeatable) from a halfling at the dock.

When I logged on over lunch today, the same turtles now give me half of a percent XP. That is double what I was getting before. So now, technically, I can finish off a level in half the time it took before. Still a daunting task, but not near as bad as before.

If someone were doing several quests while killing the mobs needed for those quests I am sure it could be cut down even further.

To conclude, what my findings indicate, is that killing orange and red mobs solo, for maybe 4 hours a day will get you 1 level ever 2.5 gaming session.

Results may varry, but to me that sounds pretty comparable to grouping xp.

P.S. - I think my numbers are about right, but I don't feel like breaking out a calculator atm, so if they aren't - too bad. =)

#2 Jan 26 2005 at 3:09 PM Rating: Good
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GXM

I'm at work right now and can't take a look. I know you’re normally very accurate with your posts. I can’t believe they did this. SOE did something positive to its paying customers.

I quit Soloing all together and just wait till the weekend for a party because they nerfed it so bad. It’s nice having it moved up to a more reasonable level. If this is in fact true this means I’m not forced to craft all week waiting for the weekend to level.

Man I can’t wait to get home and try this out.

Thanks for the good news and numbers.

#3 Jan 26 2005 at 3:20 PM Rating: Decent
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I won't be able to play until friday or so... :(

Anyway, I thought someone posted a link to the Producer's Letter. Some good changes "... in the pipe. Five by five."

Only things they should address are problems encountered by the crafters.

Ooohh... what's that? A spark of hope, I see? ^^

Edited, Wed Jan 26 15:23:08 2005 by ArcosKojin
#4 Jan 26 2005 at 4:42 PM Rating: Decent
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Re the producer's letter link... wow. I have never seen that kind of language in an SoE missive before. Go read it if you skipped it.

Something has changed over there.

Maybe they will fix this game after all. Here's hoping! Smiley: smile
#5 Jan 26 2005 at 5:20 PM Rating: Decent
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EvilGnomes wrote:
Re the producer's letter link... wow. I have never seen that kind of language in an SoE missive before. Go read it if you skipped it.

Something has changed over there.



My thoughts EXACTLY, EG!! In fact, I used almost those exact words when I read the article and told my wife about it. I played EQ1 since release, but she's just now getting into the franchise with EQ2. I told her "you have no idea what a massive departure from Sony's philosophy this represents."

Great news, all in all.

#6 Jan 26 2005 at 5:26 PM Rating: Decent
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I have noticed as a 17 summoner that I get about half a percent of exp reguardless if I kill a green con or orange con mob? Anymore I just mass slaughter the green cons since they have virtually no downtime. Plus I can actually tank those and gain defense and crushing skill. Im sure if its anything like eq1 at higher lvls I won't be tanking even grey cons, but I have always been a firm believer that casters should try to keep there defense up if they can. Might make the difference between dieing in 6 hits or 3 hits at higher levels lol?
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#7 Jan 26 2005 at 5:37 PM Rating: Decent
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Yeah, Russo, it's kinda scary to me... almost like I've suddenly been shunted off into an alternate reality - Sony actually sounding like they CARE about us.....???!!!

Smiley: yippee Smiley: yippee Smiley: yippee Smiley: yippee Smiley: yippee Smiley: yippee

Frong - good idea. I often hunt greens, too. I used to see skill increases fighting grays, though - not that I wanna waste my time doing that - but if they haven't fixed that it is an option (unlike hte other game). GL!


Oh, one thing to keep in mind trying to gauge how your exp has increased or not - vitality (is that what they call it?). How you have an exp bonus for a while - that refreshes every so often... anyway, I dunno how to take that into acct. Just check and see if your apparent exp bonus is still high after an hour or two of grinding (compared to the first 20 min) - thx!

Edited, Wed Jan 26 17:42:05 2005 by EvilGnomes
#8 Jan 26 2005 at 7:51 PM Rating: Good
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Aye the letter was moving and shocking to say the least. I also like the guys laid back attitude but yet firm expectations for future improvements.

#9 Jan 27 2005 at 3:36 AM Rating: Decent
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The letter is a new relatively departure for SoE but is very much in the tone of the "Summit" they held for EQ1. Lots of lip-service and very little delivery.

I think they are mending their attitude since they see it as damaging the revenue stream. Only time will tell if they are mending their implementation.

As someone who solos or duos a lot of the time this does not address my issues.

I am glad to see it confirmed in a backhand way that drops are group-size dependent. That seems grossly unfair. If we kill the same mob and get exp then why are we not entitled to the same (if not better) loot than if it is zerged by a full group? How nice of him to say we will now get a bit better chance of top loot (but groups loot will get even better).

The closure of so much content to solo and duo players is more of an issue. That does not seem to be addressed except that new dungeon instances will be made available for us - presumably with watered-down loot tables since we are failing to conform to their vision. I still will not be able to visit all the zones I have done access quests for and cannot enter.

The comment:-
Quote:

In the following weeks' updates, there will be a new class of creatures added to the game that present an increased challenge to soloers and small groups.


presumably means that just as Groupx2 mobs don't give loot to more than 2 groups then these new mobs will be "solo only" or some such. I can't see this being a great cure for the soloers complaints. More likely it will just be complained about by groups and very likely killed by them to clear the spawn. It will be especially problematic if they are KoS mobs.
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#10 Jan 27 2005 at 7:58 AM Rating: Decent
Ths is going to help me out alot, the added exp will speed things up nicely :D

now i need to find a new camp to fight at....
#11 Jan 27 2005 at 8:27 AM Rating: Decent
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Quote:
I am glad to see it confirmed in a backhand way that drops are group-size dependent. That seems grossly unfair. If we kill the same mob and get exp then why are we not entitled to the same (if not better) loot than if it is zerged by a full group? How nice of him to say we will now get a bit better chance of top loot (but groups loot will get even better).


The thing I think you are failing to see is that group mobs are HARDER so they must offer a greater reward or why would anyone bother to go after them if they could get loot that is essentially the same by soloing? They offer greater rewards to those who wish to take them.

Quote:
The closure of so much content to solo and duo players is more of an issue. That does not seem to be addressed except that new dungeon instances will be made available for us - presumably with watered-down loot tables since we are failing to conform to their vision. I still will not be able to visit all the zones I have done access quests for and cannot enter.


You contradicted yourself in regards to solo content by saying that '[it] does not seem to be addressed except that new dungeon instances will be made available...'. I would call that an attempt to address an issue. They are providing new content for the solo/duo players.

I digress, this isn't a thread about why groups get better loot or what new zones are being implemented. This is a thread about solo players getting better experience.

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As far as taking vitality into consideration, I thought about that after I had posted this yesterday, so I checked again when I got home. Even after continuously killing red mobs I didn't notice any decrease in experience. Perhaps soloing like that you just don't kill fast enough to use up vitality to an extent where you would notice it.

If there was a decrease in xp gain due to lack of vitality, it was not noticeable, or perhaps I was (with vitality) getting a little OVER a half percent.
#12 Jan 27 2005 at 9:50 AM Rating: Good
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A feel good letter for sure. Only time will tell how it plays out though.
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#13 Jan 27 2005 at 12:24 PM Rating: Decent
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Quote:
The thing I think you are failing to see is that group mobs are HARDER so they must offer a greater reward or why would anyone bother to go after them if they could get loot that is essentially the same by soloing? They offer greater rewards to those who wish to take them.


I don't think I'm failing to see it. What they said is that groups get a better loot table - from the same mob.

If a duo or solo can take down a hard mob then they should have exactly the same possibility of loot as a group taking that mob.

I understand perfectly that a group taking something that cannot be done with fewer people should have whatever goodies they can have and they have earned them.

What does not make sense is that the duo using greater skill and ability are rewarded less than the full group who are overmatched to the same encounter.

Really there should be no need to have this loot variance mechanism. If a mob can drop certain things then they should be there (or the chance of them) to anyone capable of killing it within the exp range.

Quote:
You contradicted yourself in regards to solo content by saying that '[it] does not seem to be addressed except that new dungeon instances will be made available...'. I would call that an attempt to address an issue. They are providing new content for the solo/duo players.


Not really although I can see it looks like it. I didn't make myself clear. As a duo I cannot enter a lot of places:-

Vale of Shattering
Gem Cave in Antonica
Hive in CoB
Aqueduct Stores
Lighthouse cellar
Fyremyst
and I'm sure there are equal numbers on the Freeport side and many more I have yet to find on mine.

Even if the mobs inside would be tough it would be nice to have the option. They could very easily have relaxed that limit instead of creating extra instances for soloers and duos like we were some kind of special needs lobby. So yes - they have addressed their perception of the needs of soloers and duos. It will be interesting to see if it is as extensive as the areas we are pointlessly excluded from.
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#14 Jan 27 2005 at 1:14 PM Rating: Decent
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I've gotten the same loot off of the same mobs solo or duo as I had in full groups. I think they refer to the challenge rating of the mobs you are fighting, not the composition of your group (or lack of). You get better drops killing "group" flagged mobs than you get killing "solo" flagged mobs, regardless of how you kill them, provided you are not making them "grey" either by level or too many groups.

I could be wrong, but I haven't seen any loot not drop for me, that I did see drop in a full group.
#15 Jan 27 2005 at 4:31 PM Rating: Decent
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You could be right.

I was reading this section

Quote:
Additionally, some of the rewards that have been reserved solely for groups will also make their way, though more rarely, to the solo and small group encounters in the world. At the same time, expect group rewards to improve as well. The chances for some of the group-only ultra-rare drops will likewise be increased.


To mean that the loot was sensitive to the group size.

After all we all know that "group" encounters can be killed by duos and soloers so what would be new if there was not some inherent difference in loot triggered by the group size?

Read another way this looks like a general upping of loot drops - the monty hall route.
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#16 Jan 27 2005 at 5:03 PM Rating: Decent
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I am aware the prod. letter is mostly lip service for now - you are right.

But I still maintain that this is a big shift for them. And yes, the next question is "will they fix it right?" .... or ***** it up?

Monty Hall! Hahahah, I remember that. I too played D&D years ago. And yeah, that's not the answer.

Well, I was ripped weeks ago by several people for suggesting that SoE might "feel the heat" from another MMO's blistering holiday success. I forget what I was told, but ... well, it's not important. Mostly folks couldn't believe that egotisitical old Sony would be shaken by anything. I find no irony in the fact that this letter comes out right as that MMO is finally starting to trickle back for sale on retail shelves. Any comments on this?
#17 Jan 27 2005 at 5:49 PM Rating: Decent
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This is indeed what I've been looking for. The one thing I complained about EQ2 is the slow down of soloing after lvl 20. I've been playing WoW for the past week because I didn't have time for a full group. Now that they increase xp gain for solo/small group I can come back to the big EQ2 world :)
#18 Jan 27 2005 at 8:19 PM Rating: Default
why does leveling suck in MMORPGs? cant they make it slightly easier? that's what i like best about WoW. it doesn't take you 5 years to get the the level cap.
#19 Jan 28 2005 at 1:12 AM Rating: Good
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because easier leveling reduces longevity, EQ2 is built to be played for 5 years not 5 weeks.

If you want easy leveling go play a console game.
#20 Jan 28 2005 at 8:37 AM Rating: Decent
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I've been playing since release, and granted im not uber, but I am 28 atm. I'm not a power gamer, I only play a couple hours a night, a little more on weekends in the morning.

I didn't have any problem leveling solo before this patch, and now I am breezing through xp. I just hope they didn't make it too easy. (puts on asbestos underwear)
#21 Jan 28 2005 at 12:35 PM Rating: Good
One thing that people must understand, is how MMOs work. People keep talking about EQ1 vs. EQ2, and SOE doing this and SOE doing that. The thing is, is that the people who are in charge of EQ2 are not the same people who were in charge of EQ1. The live team is totally different, and from what I understand, does not even share any of the same people.

SOE are the higher ups, and the ones whos logo are on the checks, but honestly, the company as a whole does not make the choices in EQ2, nor any MMO. The development team makes the game, and then, about 2 to 3 weeks after launch, the live team totally takes over, and consists normally of no one who worked on the game.

Producers and Executives write these letters, and put their names on them, but actually (and this seems backwards), they have to run everything by the live team first, and they call the shots. This is really to show a hierarchy in the team.
#22 Jan 28 2005 at 12:55 PM Rating: Decent
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^^ there is an individual who knows nothing about how management structure works Smiley: rolleyes
#23 Jan 28 2005 at 1:07 PM Rating: Decent
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Fascinating insight, dacypher. And your authority for it is what?


The company is called SoE. It is perfectly valid to use that abbreviation to refer to it as a whole - dev teams, live teams and executives.

SoE already told us that the development and bug-fixing teams are seaprate so no great revelation there. They also told us that the EQ2 and EQ1 teams are separate at all levels.

However your vision of the executives having to run things past the live team sounds like a dev after one too many brews.

If anything SoE has always suffered from people not "running things by" anybody but just announcing them into thin air and then implementing something completely different.
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#24 Jan 28 2005 at 2:19 PM Rating: Decent
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Quote:
If anything SoE has always suffered from people not "running things by" anybody but just announcing them into thin air and then implementing something completely different.


I agree 100% with this statement.
#25 Jan 28 2005 at 2:51 PM Rating: Decent
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gxm wrote:
I've been playing since release, and granted im not uber, but I am 28 atm. I'm not a power gamer, I only play a couple hours a night, a little more on weekends in the morning.

I didn't have any problem leveling solo before this patch, and now I am breezing through xp. I just hope they didn't make it too easy. (puts on asbestos underwear)

Noooooo! Let me at least get a day or two to benefit before they nerf it! >< *flame flame flame*

:D j/k

Wow, this thread took a 90.

In 6hours and 15minutes, I'll have my first taste of the boost to xp with some hunt quests... mmmm.
#26 Jan 31 2005 at 9:42 AM Rating: Decent
Does anybody know when/where these solo instanced dungeons are or will be? Are they already live or do they plan on putting them in soon? I noticed a dramatic increase in my experience over the weekend. I don't play for hours on end, but in three 2-3 hour sessions from Friday to Sunday I got from 11-14. But I would really like to dive into a solo instanced dungeon. That sounds like major fun. I loved the LDON expansion in EQ1, but it was sometimes tough finding a group quickly and/or one that wasn't full of total idiots. I don't hate grouping, but RPGs, whether on or offline, have always been more enjoyable to me going solo.
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