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Beta Test Changes to Locked EncountersFollow

#1 Aug 22 2005 at 11:40 AM Rating: Good
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1,885 posts
Is this the return of powerleveling? What good/bad can come from this?

*** Encounter Locking ***

Encounter locking restrictions have been relaxed for non-raid encounters. Non-raid encounters have been changed as follows:

* There are no longer lock icons on you or your enemies.
* The first group or person to attack a creature will receive any reward it grants upon death, including loot and experience.
* Other players can assist in your fight by damaging your enemies or healing you.
* You will receive a reduced XP reward if your group contributes less than 50% of the damage needed to kill something.
* You can change group options and add/remove people from groups while fighting (note that fighting raid encounters still prevents this).
* Damage credit is correctly tracked if you add people helping you to the group before something dies.
* Any faction increase or decrease the creature grants will be applied to everyone the creature hates when it dies.
* In an upcoming update: If a group prefers to play by the old rules, they may make their targetted encounter exclusively locked (thus preventing help unless asked for).

Here is a detailed article explaining these changes.
#2 Aug 22 2005 at 12:03 PM Rating: Decent
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991 posts
Booooo. I do not like this one bit. Power leveling, here we come.

Why tweak a system that works just fine? Why should I help someone who tried to take on a mob he shouldn't have tackled and then let him take the loot when I get the kill?

The add/remove someone during combat feature is the only one I can remotely see as an improvement, though not much. This is a nifty tool if someone decides to take on a faction mob without prior consent. I still don't like it though.

If they wanted to make this game EQ, why didn't they just update EQ? Would have saved a lot of time and effort if you ask me. At least they left the option in that you can play by the old rules.
#3 Aug 22 2005 at 12:13 PM Rating: Decent
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801 posts
It allows power leveling to the extent that you can cast your buffs and heals outside your group. AFAIK most, if not all, buffs only work on people in your group, so there will be no high level cleric HP buffs and druid damage shields etc. It seems it would be limited to adding direct damage and heals.

It also depends on whether the penalty they mention here is huge:

* You will receive a reduced XP reward if your group contributes less than 50% of the damage needed to kill something.

If it is then it's going to be hard to PL lowbies vs. much higher level creatures.

First to hit gets all experience and loot is the way WoW works, that eliminates kill stealing and ninja looting.

Personally, I like to heal people I see in trouble - so I like part of it.
#4 Aug 22 2005 at 12:32 PM Rating: Good
I think they are just responding to player request. So many people have asked for these kinds of changes and SOE has been more responsive to us in this game then they ever were in EQ.

Is it power leveling? Maybe... maybe not... There were not a lot of real details in the original notice... How big is the hit to XP for the (lowbie) group doing < 50% of the dmg? - As an example, I've been doing a lot of mentoring lately, (helping a friend pull up in level), and I take a 95% hit to XP while in that mode. If the hit is that large, there won't be much advance for letting someone kill your mobs for you!

We'll just have to wait and see how it all shakes out.

On balance, I've been concerned about several changes that SOE has made along the road, but it's all worked out ok so far... One can only hope...
#5 Aug 22 2005 at 7:37 PM Rating: Good
It is possible to be a power leveling problem, but not that bad. To get full credit the group has to be the first to attack, so that means the PLer has to pull aggro after they get initial aggro. This will add a lot more risk then regular power lvling. It will all depends on what the reduced XP will be worth
and if it will be worth PLing.


I do like being able to help, I dont play a healer here, but in another game it is nice to see someone needing a heal and being able to help them and debuff the mobs so they can finish without dying. It is also nice on my tanker to be running by someone having trouble and to taunt the mobs and let them attack the mob while getting a breather.
#6 Aug 23 2005 at 8:44 AM Rating: Decent
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1,885 posts
I can understand the changes coming. In the original article, there's a nice comment that is something to the effect of, "...in the current system, people know they can't help so they don't try."

If you make it so people can help others, I can see the social community flourishing.
#7 Aug 23 2005 at 9:31 AM Rating: Good
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315 posts
All I have to say on this is that I hope that most people will play fair.

The biggest benefit as others have said above is to be able to throw out a quick buff etc. to a newb, or a heal to a person who is struggling on the brink of death. It's fun and I really enjoy helping people whenever I can so I am excited at the anticipation of being able to do this in EQII.





OBD - You are forever banned from mentoring me (assuming I am the player/friend in reference above). I would NEVER want to hit you for that large of a loss of xp and had I known (with my ignorance of all things EQ until you teach me about them Smiley: wink2 ), I would have never agreed to let you do it. But that being said, YOU ROCK and I really, really, really appreciate it as always.Smiley: bowdown
#8 Aug 23 2005 at 10:28 AM Rating: Decent
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991 posts
I guess my heart has softened...a little. At first glance, I wanted to give SOE a good swift kick in the booty. However, after further analysis, I realize that it could be a good thing. I do like helping others. I just saw things in terms of a toon trying to take on a mob way above their level and then expecting people to help them out. This happened to me a lot in EQ. People would get mad at you if you didn't help and they would sometimes get mad if you did. If someone pulls some unwanted aggro, it is nice to be able to help them out.

Along the same lines, and just an FYI for those who didn't know, currently, encounters are not locked until you engage the mob. If I am running around and a mob gets aggro on me, anyone can grab aggro away from me as long as I haven't attacked.

Regarding PLing - I have found out it can be done VERY easily in the current system. Let me give an example using my toon. I am 26. If I have 2 level 30's mentor me, I am now earning an additional 9% xp. I am not sure if you can have more than 2 mentoring you, but if you can...well, you can see where this is going.

We will see how the changes affect gameplay. Hopefully, this will be a good thing.

Rhaiyn - it is important to note that OBD loves helping others. I'm sure he did not care one bit about the hit to xp, as long as he was helping you.
#9 Aug 23 2005 at 10:43 AM Rating: Good
Mearyk mentioned:
Quote:
Let me give an example using my toon. I am 26. If I have 2 level 30's mentor me, I am now earning an additional 9% xp. I am not sure if you can have more than 2 mentoring you, but if you can...well, you can see where this is going.

Yes, you can be in a 6 man group with 5 mentors, and you collect an XP bonus for each of them. In addition, I think, (but I'm not sure), that the higher the mentor is in level above you, the greater the bonus is, so having 5 lvl 50s mentoring your lvl 26 would yield even more.

he also noted:
Quote:
Rhaiyn - I'm sure he did not care one bit about the hit to xp, as long as he was helping you.

true, that!
#10 Aug 23 2005 at 1:26 PM Rating: Decent
I like those changes, up to a point. Pl'ing will be made possible and the easiest way would be by just having a lvl 50 standing by and healing the group while they are just fighting without much downtime, but on the other hand now I'll be able to just cast a quick heal on someone in trouble.

I don't always have a problem with powerleveling though, not if it's for an alt, and especially not if it's an alt of the same class. (which I at times did in EQ, for some reason I just want to play a paladin) But I do understand the problems that arise when beginners do this.

That was something I did miss a bit, being able to help someone else without having to group with them.
#11 Aug 23 2005 at 2:13 PM Rating: Decent
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1,885 posts
One function I hope that is implemented is heals/buffs that /con.

Meaning, a level 50 healer can't use a level 50 heal on a level 10 lowbie. But a level 20 heal would work.

Buffs and heals can be in "tiers", and when you reach a level tier, you are now eligible for a higher level buff.

I fondly remember reaching a level threshold in EQ and being eligible for the higher level buffs. What was the one after Temperance?
Casting Temp at bank for donations!

The next step is to make buffs able to be cast upon (and stick) to those not in a group. Let someone get a bunch of buffs and head out into the world. That would bring in a whole new level of social interaction. Not to mention a new market of buffs-for-bread.

Of course since the lands are pretty tame and you can't get "trained", there is not much danger traveling from one place to another. There's a virtual population explosion of mobs. Those Gnolls just don't know when to quit!

So would someone need a bunch of buffs to go out and survive basic adventuring? Probably not. But it could be used for more difficult mobs and fights. I'd love to get timed buffs and race the clock to get to the named mob before the buffs expire. Nothing worse than your pants dropping in the middle of a fight. :)
#12 Aug 23 2005 at 2:30 PM Rating: Decent
Quote:

Yes, you can be in a 6 man group with 5 mentors, and you collect an XP bonus for each of them. In addition, I think, (but I'm not sure), that the higher the mentor is in level above you, the greater the bonus is, so having 5 lvl 50s mentoring your lvl 26 would yield even more.



Close but not quite how it works, heres the way-

The first mentor gives you 5% extra.
2nd gives 4%.
3rd gives 3%.
4th gives 2%.
5th gives 1%.

For a grand total of 15% with 5 mentors.

Edited, Tue Aug 23 15:48:27 2005 by TheDakster
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