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View Full Version : Further AA refinement? Encourage more players!


Mighty Melvor
10-18-2007, 04:30 PM
<p>Considering that SOE did away with xp debt and earning AA while dead (mostly) and capped AA at 1.5xadv lvl, they attempted to shrink the gap between twinks and newbies.  For the most part they got it right.  It is much harder to max AA on a toon at low levels than it was in the past, but the problem is, the cap overall is still too great for low level toons.</p><p>Take for example a level 14 twink.  His cap is 14x1.5=21 AA.  21 AA is HUGE for a level 14 toon and gives that toon a tremendous advantage over a newbie with only a few AA.</p><p>I think the problem with the current AA formula, is that it doesn't take into account the 9 level void where now AAs are earned.  But at level 10 **poof** cap is 15.  With the advent of a level 80 level cap coming, I think further refinement of the AA cap may be in order.  Some examples of revised AA caps could be:</p><p>1.5 x (adventure lvl - 9)   [lvl10=2, lvl11=3, lvl12=5, lvl13=6, lvl14=8 etc....100 cap reached at lvl 77]Pretty much the current AA system but with a 13 AA cap reduction across the board.    or2 x (adventure lvl - 9)   [lvl10=2, lvl11=4, lvl12=6, lvl13=8, lvl 14=10 etc....100 cap reached at lvl 59]AA would be earned faster but the lower tiers would still suffer a significant AA cap lose.</p><p>Both examples appear to significantly balance the AA playing field between lower level twinks vs. newbies.  Newbies can actually compete AA-wise with expereiened players with a little nudge from their peers/guild mates etc...  While gear and play experience still matter in PvP, I think the cap reduction in AA at lower levels will help newbies without taking away other aspects of the game (alt-twinking, locking etc...)</p><p>Thoughts/Comments appreciated</p><p>P.S.  Please refrain from name calling, twink bashing, lock bashing etc...  This is about the AA system and PvP balancing.  Thank You!</p>

Wytie
10-18-2007, 04:39 PM
<p>i just want to say, i would like to see a new level 14 toon with 21 AA, heh yea right thats like 1% of 1% of the people.</p><p>If you can get that many AA's now then dammit you deserve it.</p><p>The problem with the newbs is they are solo and the twinks are in a group doesnt matter what you do, nothing will help 2 solo greens against 5 oranges NOTHING.</p><p>Get a group or get over it.....  Quit asking to limit peoples choices </p><p>SOE should focus on class balencing of all levels and end game content to promote people to play there mains not push them away...........</p>

bangbangshang
10-18-2007, 05:37 PM
<p>I'll tell you one thing that should be changed.  A lvl 14 running around with someone 20, 30 or more lvls higher should not get AA when those higher lvl guys kill nameds.</p><p>I'm sure there are other "ways" it is being done also.</p>

Mildavyn
10-19-2007, 12:23 AM
<p>Interesting thought... AA cap is lvl*1.5, new AA cap in RoK is 140. Level cap is 80.</p><p>80 * 1.5 =120</p><p>So we can't use 20 of our new AA points? </p>

Krakelkr
10-19-2007, 06:01 AM
<cite>Paikis@Venekor wrote:</cite><blockquote><p>Interesting thought... AA cap is lvl*1.5, new AA cap in RoK is 140. Level cap is 80.</p><p>80 * 1.5 =120</p><p>So we can't use 20 of our new AA points? </p></blockquote>Are you  sure about new AA cap being 140? Do you have a link? I thought I had read a dev post that said nothing would change about the AAs because there would be plenty of other things to do in the new expansion. And so I have assumed that the cap would be raised in another upcoming expansion.

zaltar
10-19-2007, 07:15 AM
Here you go , <span class="postbody">according to the pre order rise of kunark page <a rel="nofollow" href="http://store.station.sony.com/digitalDistribution/eq2/rok/digitalDistribution.jsp?SKU=EQ2RE-L2-DD1107-ROKPRE" target="_blank">http://store.station.sony.com/digit...2-DD1107-ROKPRE</a>I suspect many will have to rethink their approach at this point now that the cap has been raised .</span>

Krakelkr
10-19-2007, 08:03 AM
Thanks zaltar. I assume 70 in each tree? I'm gonna go play with an AA planner now<img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img mce_tsrc=" />Btw, what approach are you talking about that many will rethink?

Mighty Melvor
10-19-2007, 10:18 AM
<cite>Mighty Melvor wrote:</cite><blockquote><p>2 x (adventure lvl - 9)   [lvl10=2, lvl11=4, lvl12=6, lvl13=8, lvl 14=10 etc....100 cap reached at lvl 59]AA would be earned faster but the lower tiers would still suffer a significant AA cap lose.</p></blockquote><p>Since cap will be 140, then using the formula above would produce</p><p>2 x (adventure lvl - 9) [140 cap reached at lvl 79]</p><p>Works for me.  Would certainly balance low level T2</p>

Eybietie
10-19-2007, 10:20 AM
<u><b><span style="font-size: xx-large;font-family: courier new,courier;color: #ff3300;">WE NEED AN AA-CAP DIMISHING CURVE LAWL.</span></b></u>

Bozidar
10-19-2007, 10:33 AM
<p>How about they start AA at lvl 1, so that new players on the island will start gathering it?</p><p>I really see no reason why AA doesn't start at 1.</p><p>All those island quests that the newbs do.. could really be helping them out.</p><p>Think about how many of them turn in those lvl 10 collections w/o even knowing that if they wait till lvl 10 they'll get AA from them.. </p><p>1) This will make it easier for new players to approach the AA cap</p><p>2) This will reduce some of the nonsense that goes on for twinks to reach the AA cap</p><p>3) it closes the gap (albeit just a bit) between experienced twinked players, and newbies who have 3 aa at lvl 20.</p><p>4) We can perhaps add an Achievement Trainer to the island areas so that new players can actually LEARN about AA and what it means.</p>

Necodem
10-19-2007, 10:56 AM
<p>How about AA starts at lvl70? </p><p><b><span style="font-size: small;color: #ff0000;font-family: terminal,monaco;">PROBLEM SOLVED !</span></b></p>

Mighty Melvor
10-19-2007, 10:57 AM
<cite>Bozidar wrote:</cite><blockquote><p>How about they start AA at lvl 1, so that new players on the island will start gathering it?</p><p>I really see no reason why AA doesn't start at 1.</p><p>All those island quests that the newbs do.. could really be helping them out.</p><p>Think about how many of them turn in those lvl 10 collections w/o even knowing that if they wait till lvl 10 they'll get AA from them.. </p><p>1) This will make it easier for new players to approach the AA cap</p><p>2) This will reduce some of the nonsense that goes on for twinks to reach the AA cap</p><p>3) it closes the gap (albeit just a bit) between experienced twinked players, and newbies who have 3 aa at lvl 20.</p><p>4) We can perhaps add an Achievement Trainer to the island areas so that new players can actually LEARN about AA and what it means.</p></blockquote><p>A good suggestion, however that change would impact EQ2 as a whole, including PvE.  I haven't heard anything to suggest SOE is changing the way AA is earned.  I'd be all for it though.</p><p>I'm just trying to rethink the AA 'cap' for PvP to balance out the playing field.</p>

PeaSy1
10-19-2007, 03:53 PM
Ugh this is really getting quite trying..... Why should anyone in there right mind wanna limit what a player can do with THEIR toon. Honestly just sounds like jealousy in the fact that you cant break cap at 14-15. Why would one wanna lvl the playing field between experienced players and new people? They ARE experienced players why shouldnt they have an advantage? A new toon just crossing into the land of T7 had less of a chance than a new toon does of survival and this from experience since i have been in both situations.....They should leave what people want to do with their lowbies alone.....and worry about there own leet pwnage 8 months into t7 70's with full fabled never leaving town to protect there titles unless they got a full group +.

Mighty Melvor
10-19-2007, 04:08 PM
<cite>PeaSy1 wrote:</cite><blockquote>Ugh this is really getting quite trying.....Why should anyone in there right mind wanna limit what a player can do with THEIR toon. Honestly just sounds like jealousy in the fact that you cant break cap at 14-15. Why would one wanna lvl the playing field between experienced players and new people? They ARE experienced players why shouldnt they have an advantage? A new toon just crossing into the land of T7 had less of a chance than a new toon does of survival and this from experience since i have been in both situations.....They should leave what people want to do with their lowbies alone.....and worry about there own leet pwnage 8 months into t7 70's with full fabled never leaving town to protect there titles unless they got a full group +.</blockquote><p>I am by no means a newbie.  I have a locked 18 with 25 AA.  The high AA cap in T2 imbalances T2.  Face facts.  A newbie, even with all the guild help and guides out there, can't compete...ever!</p><p>And as for the experienced vs newbie statement.  Yes, an experienced player should have the advantage....they know how to play their toon better.  But someone experienced at squeezing every last drop of AA from the game to cap out their low-T2 so they can easily own even groups of newbies is what is hurting PvP in T2.  I'd much rather claim to be an experienced player in battle rather than an experienced AA monger.</p><p>And who says you can't break cap at 14-15?  There are still those pre-AA cap T2 lockers out there that are lvl 14 with 21+ AA.  Don't even try to deny they aren't out there.  Only way to balance them is to cap the AA spent even more. </p>

Dh
10-22-2007, 01:55 PM
<p>.</p>