View Full Version : mob con means more....xp is same?
RandomPlay
08-12-2005, 03:09 AM
<DIV>On current live servers, it's common for certain classes to solo or duo orange or sometimes even red con solo mobs and get very good xp.</DIV> <DIV> </DIV> <DIV>On Test, with the combat revamp, the cons are supposed to mean much more - white con is supposedly the new "meat and potatoes" con for soloers.</DIV> <DIV> </DIV> <DIV>So my question is: how is the xp or levelling rate with this change? If a white con solo mob is going to be as hard as an orange con solo mob used to be, will they be worth as much xp as orange used to be too?</DIV> <DIV> </DIV> <DIV>Just wondering if my next alt is going to take alot longer to level than my first two did.</DIV> <DIV> </DIV> <DIV>Thanks,</DIV> <DIV>RP</DIV> <DIV> </DIV>
Depends, for instance fpr my crusader i can pull 2 blues and kill the min the same time i can kill a white/yellow. What is more effecient? i think 2 blues yield more xp than a white/yellow. Orange is to risky for me right now. Also i can't really gage the xp comapred to live servers since there is a bonus on test. However i can tell you i kill stuff alot slower now then wen i was the same lvl in live. <p>Message Edited by DUNN on <span class=date_text>08-11-2005</span> <span class=time_text>04:16 PM</span>
Eyes_of_Truth
08-12-2005, 07:53 AM
<P>I feel that the exp is VERY slow when vitality fades, and this is with the test bonus...</P> <P>Killing harder mobs (yellow/orange) sems to yield very little in extra exp for the increased challenge, and i hope this is addressed.</P> <P>It seems that the only "good" exp comes from being in a group of 6 killing heroics as fast as you can.</P> <P>Without vitality, solo and small group exp is severly lacking.</P> <P>If anyone else has noticed this, please reply.</P> <P>At 23, grouped with a 35 and 36, killing level 36-37 ^^^ giants in TS, i only got about 3% exp in 20 minutes of killing.</P> <P>Duno if it was my level or if it was the mobs not giving approprate exp, but it was painfully slow.</P> <P>The reward is not matching the risk as far as exp is concerned.</P> <P>Personaly, i feel that the vitality + test boost exp is actually about where the "normal" exp sould be at, it doesnt feel rushed, and yet it isnt a sluggy pace either, to me it felt perfect.</P> <P>But once my vitality stoped, it gets back to the painfully slow pace.</P> <P>Also, there are no ^^ mobs for small groups of 3-4 people, and most of the the solo and ^ solo contient is wayyyyy to mixed into the heroic content.</P> <P>Thoughts, oppinons, concerns?</P> <P>Toodles!</P>
OperationsX
08-12-2005, 09:09 AM
Yah would be real nice now that <STRONG><EM><U>con</U></EM></STRONG> means so much from white to yellow to orange to red that <EM><STRONG><U>experience</U></STRONG></EM> would mean so much from white to yellow to orange to red :smileysad:
Cowdenic
08-12-2005, 09:37 AM
not likely to change, but we can hope right?
TheyLi
08-12-2005, 02:22 PM
<DIV>This is something i've been concerned about for a long time now, and bring up periodically but it never gets answered. Putting everything else in the revamp aside, the truth is that they are doing the following things that will seemingly make it harder to level:</DIV> <DIV> </DIV> <DIV>1) Yellow/oranges will be way harder (if not impossible to solo for some classes), which will force soloers to grind blues to level.</DIV> <DIV> </DIV> <DIV>Consequence: If the blues after the revamp are worth the same as the blues in the live game, then we're talking a substantial increase in the time it will take to gain levels when soloing or in small groups, as only groups of 6+ will be able to defeat difficult-conned monsters.</DIV> <DIV> </DIV> <DIV>2) Nobody can solo heroics/double arrow-ups unless its much lower level, and the heroics will be much harder for a duo/small group.</DIV> <DIV> </DIV> <DIV>Consequence: Slower exp once again for the same reasons listed above.. soloers can just forget about taking on a mob of that con unless its low grey, duos/small groups will have a much harder time with things they could take on pre-patch, and will likely have to fight blue/white heroics rather than higher levels. This also means you will not be able to solo a named rare spawn if you happen to find one (and will have to group and compete for the drop). You won't be able to solo certain access quests anymore, you won't be able to solo the betrayal quest anymore, etc.</DIV> <DIV> </DIV> <DIV>3) They are up-tiering many areas, turning now-soloable mobs back into heroics and double/triple arrow-ups.</DIV> <DIV> </DIV> <DIV>Consequence: This would not be a bad thing if there was no revamp coming, but those mobs will require a large group to take on after the revamp, so its a step backwards towards the realm of EQ1. Also this was a cave-in by SOE to some people who whined that there was too much "easy" solo content. It's not a good sign when they are catering to a small minority (hardcore 24/7 players) rather than casual players that play for fun and make up the majority of the population.</DIV> <DIV> </DIV> <DIV>4) Many current solo-able quests will no longer be soloable at a reasonable level (because of the above changes)</DIV> <DIV> </DIV> <DIV>Consequence: As mentioned above, many quests that involve killing nameds, heroics, double arrow-ups, or higher level solo monsters will just no longer be possible without a decent sized group. Another blow for soloers, as by the time you can solo said quests they won't be worth decent exp anymore, and the item reward may no longer be useful.</DIV> <DIV> </DIV> <DIV>Bottom line: The combat revamp seems to nudge the game back towards grouping, which would not be a bad thing if implemented properly. However, instead of adding incentives to grouping to encourage it, they appear to be subtly forcing it by making things harder and taking away content from soloers/small groups, and even the exp for grouping will be slower than before if there's no adjustment being made. Unless SOE can provide proof of the contrary, i.e. tell us that exp will be increased for cons that were increased in difficulty, then the combat revamp seems to be little else but a veiled method of squeezing more subscription fees out of us, by making it take longer to level up and reach the "end-game" than it did before.</DIV> <DIV> </DIV> <DIV>Theoretically, making people work harder to achieve the same results might seem like a good plan, from a money-making standpoint. On paper, it might make people play the game a few months longer and increase Sony's stock by a decimal. In reality though, this all may very well have the opposite effect and turn new and current casual players away from the game. I suppose time will tell. Now cue the 1-starrers who can't handle the truth.</DIV> <DIV> </DIV> <DIV>P.S. if anyone from SOE is reading this, you could ease a lot of player's concerns by giving a legitimate answer to whether or not exp will be increased for content that is being made more difficult. Please keep it legitimate though, i'd rather see no response at all than a PR copy & paste job that dodges the question.</DIV>
Swordmage
08-12-2005, 07:01 PM
<P>This is probably something that won't get addressed until after the changes go live. From reading past posts, I get the impression the developers have a basic target in mind for how fast people gain XP and levels. I know they have adjusted XP levels in the past to change leveling time.</P> <P>The best test of the XP gain difference after the revamp is going to be on the live servers after a large population has started playing for XP (testers tend to have other goals, especially when features are changing).</P> <P>If I were SOE I would make little or no adjustment now, so that in october or november, the inevitable XP adjustment will be more XP, rather than less.</P>
Keegant
08-12-2005, 09:43 PM
<P>So we had it easier than intended before. So you now can't kill the mobs that you were never supposed to be able to kill. So you got alot more xp than was intended, due to being able to kill said mobs.</P> <P> </P> <P>Looks like they are putting it back to what it should be and thats that it will take about twice as long to level a char to 50. I play this game because of the time I have to invest to get a char to 50. If I want to get to 50 in a few weeks I would go play that kiddie game WoW.</P> <DIV> </DIV> <DIV>I dont want to have a char to 60 two weeks after DoF comes out. I think, even grinding it should take at least a month.</DIV>
grumm
08-12-2005, 09:54 PM
<P><BR>Another ding against the solo player (at least on Test) that I have noticed:</P> <P>With the Con change, fighting blue/green cons seems to be the way to go for risk vs. reward, but only for xp. The loot from these mobs is of considerably lower level than what you can be wearing. For instance, at level 18 I fought a group of 3 blue cons. Yeah it took much longer than in live to win, but I was also in all defensive mode. I got a chest, opened it, and just laughed at the lvl 5 Sneak Attack Adept1 book that was in there. Another chest off of blue cons got me VL chest armor for level 7. </P> <P>I have noticed this for every chest that I have found so far. Has anyone else noticed this on blue/green mob chests? </P>
Swordmage
08-12-2005, 10:32 PM
<BR> <BLOCKQUOTE> <HR> grummit wrote:<BR> <P><BR>Another ding against the solo player (at least on Test) that I have noticed:</P> <P>With the Con change, fighting blue/green cons seems to be the way to go for risk vs. reward, but only for xp. The loot from these mobs is of considerably lower level than what you can be wearing. For instance, at level 18 I fought a group of 3 blue cons. Yeah it took much longer than in live to win, but I was also in all defensive mode. I got a chest, opened it, and just laughed at the lvl 5 Sneak Attack Adept1 book that was in there. Another chest off of blue cons got me VL chest armor for level 7. </P> <P>I have noticed this for every chest that I have found so far. Has anyone else noticed this on blue/green mob chests? </P> <BR> <HR> </BLOCKQUOTE><BR>Those are bugs -- report them as they occur. By design books drop at or around the level of the mob.
Kenazeer
08-12-2005, 11:47 PM
<BR> <DIV>nm</DIV><p>Message Edited by Kenazeer on <span class=date_text>08-12-2005</span> <span class=time_text>12:50 PM</span>
grumm
08-13-2005, 12:01 AM
<BR> <BLOCKQUOTE> <HR> Swordmage wrote:<BR><BR> <BLOCKQUOTE> <HR> grummit wrote:<BR> <P><BR>Another ding against the solo player (at least on Test) that I have noticed:</P> <P>With the Con change, fighting blue/green cons seems to be the way to go for risk vs. reward, but only for xp. The loot from these mobs is of considerably lower level than what you can be wearing. For instance, at level 18 I fought a group of 3 blue cons. Yeah it took much longer than in live to win, but I was also in all defensive mode. I got a chest, opened it, and just laughed at the lvl 5 Sneak Attack Adept1 book that was in there. Another chest off of blue cons got me VL chest armor for level 7. </P> <P>I have noticed this for every chest that I have found so far. Has anyone else noticed this on blue/green mob chests? </P> <BR> <HR> </BLOCKQUOTE><BR>Those are bugs -- report them as they occur. By design books drop at or around the level of the mob. <BR> <HR> </BLOCKQUOTE><BR> <DIV>Already did /bug each drop that seems way out of whack for the level of the mob, but didn't know if this was a planned change or a true bug. </DIV>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.