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 Post subject: Bug 156: New XP System?
PostPosted: Thu Apr 03, 2008 1:17 pm 
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I could be imagining things but did experience get lowered? It seems to be at about half or perhaps even less.


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 Post subject:
PostPosted: Thu Apr 03, 2008 2:43 pm 
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I did post an announcement that I was not certain how XP was going to appear in comparison to the old system. I simply do not have the time to go test with every party, class and level. Report back what you find, if you have any direct examples (monster, old XP, new XP) that would be helpful.


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 Post subject:
PostPosted: Thu Apr 03, 2008 4:10 pm 
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Lizard warrior. Previous gain 21 Current gain 8.

Goblin Elite Previous gain 34ish Current gain 12.


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 Post subject:
PostPosted: Thu Apr 03, 2008 5:36 pm 
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Can you also post the stats on the character you are playing with? Level alone should suffice :)


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 Post subject:
PostPosted: Thu Apr 03, 2008 7:02 pm 
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6 paladin

Lizard Shaman Previous gains 40 something, current gain 16.


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 Post subject:
PostPosted: Thu Apr 03, 2008 8:29 pm 
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Level 14 with a mummy warrior.

Gnoll Beserkers. Guessing it should be 12-14 xp, but only got 5.


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 Post subject:
PostPosted: Thu Apr 03, 2008 9:55 pm 
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Any idea about XP gains while in party, even with imbalanced parties? I can bump the overall gain :)


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 Post subject:
PostPosted: Thu Apr 03, 2008 11:21 pm 
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Party Level 6 paladin level 6 fighter

Enemey Kobold Elite

Solo xp 16

Party xp 10


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 Post subject:
PostPosted: Fri Apr 04, 2008 12:48 am 
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So the party's XP is actually 10*2=20... vs 16 solo. That looks about right. I'll see about raising the overall XP gains by about a third for the next mod update. Once that's done we can still adjust it from there if needed.


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 Post subject:
PostPosted: Fri Apr 04, 2008 2:14 am 
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Mausoleum Defender:

Old: 150ish.

New: 8 in party with one other person.

Behamutma's Priests:

Old: 180ish.

New: 10, in the same party.


This = Lame. ;P


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 Post subject:
PostPosted: Fri Apr 04, 2008 3:40 am 
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Nah, that's because those critters have an insane challenge rating. Too big a CR difference and a penalty starts to accumulate in this script (for both below and above). If that needs to be switched off, that can be done.


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 Post subject:
PostPosted: Fri Apr 04, 2008 5:07 am 
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Honestly, I'd say just shut it off. If that means not getting xp for stuff we can own, but getting reasonable xp for being able to take on substantial challenges, so be it.


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 Post subject:
PostPosted: Fri Apr 04, 2008 6:33 am 
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Aeternus wrote: So the party's XP is actually 10*2=20... vs 16 solo. That looks about right.

How does that sound about right? I thought the point of a new xp system was it make partying more viable?


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 Post subject:
PostPosted: Fri Apr 04, 2008 7:59 am 
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The original goal was to give people exactly the same xp as the higest-level person in the party. And to give the highest-level person in the party the same amount of xp that they'd get for killing the creature by itself. That was the intention of the original party script.


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 Post subject:
PostPosted: Fri Apr 04, 2008 9:26 am 
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Knowing the CR of things in the Mausaleum, that takes away any reason to go there for all PC's on the server. I think a max xp of 300 or something like that is more viable. I think I'm around 10 or so levels below the Bahatuma's priests if not more, and getting under 300 xp for them anyway.

Quote: Aeternus wrote:
So the party's XP is actually 10*2=20... vs 16 solo. That looks about right.


How does that sound about right? I thought the point of a new xp system was it make partying more viable?


I'll agree as if it were 3 or 4 people wouldn't they get negligible xp for the same exact spawn as solo? I know it doesn't matter for the spawns what comes after a certain level whether in party or not, and this seems to deter partying after a certain level is reached. For example after about level 6 I believe the goblin spawn on the way to the lizards always gives one goblin elite, one goblin shaman, and four goblins with two on the hill.


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