View Full Version : Double EXP Weekend / Week to boost players?

03-24-2005, 06:25 AM
<DIV>I would like to see if its cool with you guys to maybe give is a dbl EXp Adventure / Tradeskill week again. </DIV> <DIV> </DIV> <DIV>Here is my reason why.....</DIV> <DIV> </DIV> <DIV>Right now the population is still really low on Test.  Couple that with the fact that I can count on my hands and toes the name of every fulltime lvl 40+ character on Test, well you can see that we ae of very little to no practical use to you guys post 40 for Testing or finding bugs in Raid content.  Content that most servers on the Live Side are really diving into hard right now.</DIV> <DIV> </DIV> <DIV>The last 4 day EXP boost period you gave us really lifted the average level of our tradeskill community here.  It allowed some very very much needed 30+ items to flow out to the players.  Items that live servers have had in huge abundance for 30-45 days longer then us.  </DIV> <DIV> </DIV> <DIV>Currently there is a serious lack of options post 40+ on Test.  Fhir Rhuen  probably has the highest concetration of 40+ players right now, Children of War is very close if not right there too.  But most of us are relegated to soloing or duoing since grouing options are truely slim.  </DIV> <DIV> </DIV> <DIV>I appears to me that you guys will no longer be offereing moves to Test (ie the copies used for Bloodlines Testing) which is fine, its your Test platform, not ours.  But it would be nice to get a small boost fro you guys or help along the way for the regulars here to keep us viable as a Test option for you, the Dev Team to call upon.</DIV> <DIV> </DIV> <DIV>A Dbl EXP Week (week becuase a weekend would leave out too many ppl that cant play Fri - Sun like last time).  I mean if you guys wont rollback for the Heritage pp lottery, then whats the big deal tossing in a few bnefits here and there to help us gain on the Live Server??</DIV> <DIV> </DIV> <DIV>Not asking for handouts here, just asking for some incentives that we can work towards.  I would hate to see our already super small server lose more people due to the difficulties associated with lack of options.  I think we all learned how bad that can be from Everquest 1 Test Server.  Very little was done there in the form of real testing over teh 6 years I was there by the general populace.  It hurt the game from all ends in Everquest 1 to have a lack of a serious test platform.</DIV> <DIV> </DIV> <DIV>Anyways food for thought for you Gallenite and Moorgard.</DIV> <DIV> </DIV> <DIV>Gherig McComas</DIV><p>Message Edited by Aethn on <span class=date_text>03-23-2005</span> <span class=time_text>05:29 PM</span>

03-24-2005, 08:05 AM
I agree.  I'd like to encourage people to make Test their home and help those of us who are here get past these obstacles.  Offer extra xp on Test...in trades and in adventure for a week or so,. Granted, that might be easier said than done. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ~Eva <div></div>

03-24-2005, 05:48 PM
Yeah, I have to say I'd really like to see something like this, as well.  It would sure be a nice way for my tradeskill characters to get  caught back up with my adventuring characters'  levels.  I think it'd be a real draw for the server and a super way to say thanks to the regular Test crew. Vilyadhos Shadowknight Test Server <div></div>

03-24-2005, 09:18 PM
<DIV>I wholeheartedly agree.</DIV> <DIV> </DIV> <DIV>An experience modifier would be a great way of giving us a bit of a benefit for playing here/compensating for our reduced advancement rates compared to live without disrupting the advancement process itself.  </DIV> <DIV> </DIV> <DIV>I think there's also a slight level gap problem at the moment, where a large portion of the consistantly playing population is 30-40, and though still soloing frequently has a greater population with which to group, and a scattering of people at lower levels soloing almost exclusively (We have no other choice).  It's difficult to play catch up when your only option is soloing... and until we catch up, groups are difficult to find (And when they are there, are almost certainly unbalanced groups, making do with whatever classes are available) and a lot of new content is inaccessible (And hence, untestable)</DIV> <DIV> </DIV> <DIV> </DIV>

03-26-2005, 09:41 PM
<P>While this would be great and rocked last time...</P> <P>...I would love to see Vitality get reset with the server as a general rule. Maybe I am alone in this, but due to the speed of leveling 30+, I have zero interest in doing anything experience related when my vitality is all gone. Which basically leaves me more interested in watching a movie and relaxing all week long rather than playing, so I will have some vitality for the weekend. Same goes for crafting... Vit zero = put all the components back in the bank and pack it in until I have enough to make another level.</P> <P>It would be nice if my wife and I I could XP during the week without cutting into our weekend Vitality allotment.</P> <DIV>Edit:</DIV> <DIV>A related thought I had is.. maybe instead of all that XP being tossed out the window while mentoring, have it convert into Vitality, so mentoring could be a way to earn Vitality back possibly? I think that would be fun.</DIV><p>Message Edited by Kwoung on <span class=date_text>03-26-2005</span> <span class=time_text>08:47 AM</span>

03-26-2005, 09:43 PM
Heh Kwoung and I have tried very hard to get to 40.  Our plan was to get two levels a week till we hit 40.  We sorta gave up because we don' t have enough vitality to go for 2 levels in a week and we hate to experience without vitality. 

03-27-2005, 05:33 AM
There is a very valid point to be had in all of this. Progression that is too slow inspires you to play less...and less...and lose interest. I have seen two players who played EQ1 with more than one account each, for over 6 years, enjoy EQ2 but not enough, leaving over many issues but prime among them was the grind of progression in trades and adventures.  Running out of vitality hurts. No way around it. It ceases to be fun.  I never run out, I dont have time to play enough. But I have lost friends who do...losing them may eventually make me leave the game.  I am hoping over time the progression and "reward" vs effort sensation will swing in a more positive direction. ~Eva <div></div>

03-27-2005, 10:31 AM
<DIV>I just spent 13 hours in Obelisk of Lost Souls farming for a NPC that never spawned so our group could complete the entrance quest.  </DIV> <DIV> </DIV> <DIV>I started the day with about 4% vitality and 2% debt (was trying everfrost boat the night before *shiver*). </DIV> <DIV> </DIV> <DIV>I ended up getting ~110% xp today, everyone in the group was in the same boat and all got a level.  Suffice it to say, life does exist without vitality.  Just more slowly.  Although we all said how much we missed our vitality <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Although camping 13 hours for 1 mob (that never even spawned) is definitly extreme for EQ2.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Davi did show up and checked it out for us and said everything looked fine on SoE's end btw.  Just said he's heard it's really really rare.  Just was a very long and mind numbing day.  We killed the big leezard about 10 times...and a level 38 ^^^ Epic x2 mob (took about 15 minutes to kill).  So we had fun overall.  Just the thought of having to go back to continue to camp, makes me ill.  The deep part of the zone, SOOOOO better be worth it.</DIV> <P><SPAN class=time_text></SPAN> </P> <P>Edit: This doesn't include the 2 other days we spent in the zone camping the other 3 mobs.</P><p>Message Edited by Eelyen on <span class=date_text>03-27-2005</span> <span class=time_text>12:41 AM</span>

03-31-2005, 02:37 AM
That reminds me of trying to get the creator in RoV to spawn doing the ghoulbane quest.  I just don't understand the logic that goes into making a spawn THAT rare. <DIV> </DIV> <DIV>Speaking of Vitality, however, it sounds like there is some relief on the way in the form of crafted furnature.  Hopefully in update 6 later this week, carpenter furnature will increase the rate at which you regen vitality.  If it isn't in update 6, it just means (according to Moorgard) it will be here soon(tm).</DIV><p>Message Edited by Shunidar on <span class=date_text>03-30-2005</span> <span class=time_text>01:40 PM</span>