View Full Version : Vitality rates
Dyeana
12-03-2005, 04:16 AM
<DIV><STRONG><FONT color=#ffcc00>*** Gameplay ***<BR><BR></FONT></STRONG>- The amount of adventure and tradeskill vitality accrued per hour has been slightly reduced for mid-level players and more significantly reduced for high-level players.</DIV> <DIV> </DIV> <DIV>-------------------------------------------</DIV> <DIV> </DIV> <DIV>Made some combines, Noticed a tremenious increase in vitality usage. </DIV> <DIV> </DIV> <DIV>At the old rate of usage, I would deplete 100 percent vitality in approximately 3 and a half levels. Under the new depletion, it appears it would be gone in a bit over 2 and a half levels. Then a wait for a week for the regeneration. Being forced to slow down leveling or bite the bullet and just do combines with out vitality is not condusive to keeping a player base playing the game guys. If a player has to stop playing for a week, guess what, they will tend to find something else to do with their time, usually on a more perminent basis.</DIV> <DIV> </DIV> <DIV>Also the update notes mentioned it was a change to vitality accrued per hour. Well, the rate of vitality accrued in the time does not appear to have been changed. Either we got a bug here or we need to rewrite the update notes to accurately reflect what was changed.</DIV> <DIV> </DIV> <DIV>Dye</DIV>
Agathorn
12-03-2005, 08:33 AM
I still think people look at vitality wrong.Its intended as a bonus for people who don't play as often, not something you ALWAYS have.If people expect to ALWAYS have vitality then theres no point in having the mechanism in the first place. Just remove it and add in perm exp bonus instead.But thats not the intent. Vitality in EQ2 is designed to work like the Rested bonus in WoW. Its designed as a small boost to those who play more casualy to help them keep up with the hardcore players who are always on. The theory being the hardcore players would spend more time wiht no bonus yet be on more often whereas the casual people would be on less often but always have a bonus. In the end the two should gain exp at about the same rate.
bcbroom
12-03-2005, 08:45 AM
<P>maybe so, but if the update notes are what it was supposed to be changed to, and people are seeing something different, then thats a problem.</P> <P>The way vitality usually works with crafting, is that no vit means do something else for a few days. Its hard enough as it is, no need to make it harder <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P>
Agathorn
12-03-2005, 09:57 AM
<blockquote><hr>bcbroom wrote:<P>maybe so, but if the update notes are what it was supposed to be changed to, and people are seeing something different, then thats a problem.</P><hr></blockquote>Yeah, sorry I wasn't debating that point. If it is indeed being used up faster rather than filling slower than that is defintly a bug. No argument there <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I meant to just debate the point about it being used up to fast and all that <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Dyeana
12-03-2005, 08:11 PM
<P>Ag, I had thrown in a bit of feedback with the bug or effect I noticed. </P> <P>Maybe we have a second problem here besides the increase in <U>vitality usage</U> vice change in <U>vitality accrued. </U></P> <P><U>The second problem may be the amount of tradeskill experience being too low once hitting levels 40 to 60 and doing combines without vitality.</U> I am not sure if there are any gauges for the various combine levels verses killing a mob, when without vitality. But I would think the bottom combine level regent (wash, resin, oil, temper, etc) when it is done pristine (or the top quality) should be about the same as a solo mob with 3 down arrows. If this is the case, then the tradeskill exp would be too low for these levels. Hence the effect seen is doing combines 99 percent of the time only when you have vitality. </P> <P> </P> <P>Dye</P>
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