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Re: XP distrubution in teams...

Posted: Tue Nov 16, 2004 11:27 am
by minardi
borg9 wrote:And if they only stun or blind or root the mob?
then they are a part of the battle, on the same level as fighters IMO and gain Xp for that action, if they both heal and use lets say blind, then calculate that xp toghetter...

i know its probably not that easy, but if i remember right alot of games work like that...

and wouldnt it make more sence to gain Xp on what you do, and at wich level of impact, rather then what you dont???

Re: XP distrubution in teams...

Posted: Tue Nov 16, 2004 11:58 am
by jokque
tinpony wrote:There is some of that. I was teamed with a group today who were hunting stuff a little outsie my range. In a fight or two, I couldn't even land a hit. And, I got nothing for it. That seems fair to me. Penalising me for being dead at the end of a fight doesn't seem fair.
Tin.

none of those are fair

the only good thing about it is that it prevents people afk'ing for extended periods of time, but as long as you are actively nuking/meleeing whatever you shold get xp wether you hit it or not, you were trying your best after all

Re: XP distrubution in teams...

Posted: Tue Nov 16, 2004 12:24 pm
by borg9
I have seen the Ryzom XP system go through many many forms:

The current one is the most fair of all of them I have seen.

If you are in a group, your one action may have turned the tide of the fight!

So by splitting it equally all people who performed a successful action share the XP.

The death thing is a bit poor, but that is how it is atm :(

A good group can choose between very fast low XP, fast medium XP or slower capped XP.

I have found from experience that fast 1-2k XP is way better than slower 3k XP.

You get less downtime and fewer group wipeouts. Plus more mats to share.

Great for bonding (allows for some chat time) and much more fast paced fun.

But everyone is different, this makes the real world and the Atys world very entertaining :D

Re: XP distrubution in teams...

Posted: Tue Nov 16, 2004 2:25 pm
by vin99
borg9 wrote: I have found from experience that fast 1-2k XP is way better than slower 3k XP.

You get less downtime and fewer group wipeouts. Plus more mats to share.

Great for bonding (allows for some chat time) and much more fast paced fun.

But everyone is different, this makes the real world and the Atys world very entertaining :D
i agree :D still good xp.. btw i can even solo mobs that give me 3k xp i only have to sit afterwards :)

Re: XP distrubution in teams...

Posted: Wed Nov 17, 2004 2:35 am
by zzeii
My only problem with getting xp/action would be the fact I could just stand there and root a mob pretty much non-stop for hours on end (regen+self heal covers it for non-stop casting), which would get me gobs of xp but I wouldn't kill the mob. Not to mention would remind me of leveling skills in EQ. This isn't a class based game, it is skill based, so they have to have it work whats best for that.

As for the water, it's there for emergency, so losing xp for diving in shouldn't impact your gaming that much I would think.

With death xp, ehhhh you're unconcious, doesn't make sense to get the xp for it. And I don't think you should get it for harvesting either. No other game gave you xp while being dead, since it doesn't really make sense.

Re: XP distrubution in teams...

Posted: Wed Nov 17, 2004 5:19 am
by tinpony
zzeii wrote:With death xp, ehhhh you're unconcious, doesn't make sense to get the xp for it. And I don't think you should get it for harvesting either. No other game gave you xp while being dead, since it doesn't really make sense.

I'll mildly disagree with you on that Zzei. :) For solo, dead means no XP. Yeah, you failed, I agree. For team, every member who participates (lands a hit or a spell) should get XP in my opinion, regardless of their status at the end because the team as a whole succeeded and all players were rezzed without a respawn.

As a tank, my main goals are to hit the creature, and keep aggro to keep the mages/healers safe (others may play it other ways, but that's how I see it). Healing me is not really my responsibility (the occasional self-heal in sticky situations, monitoring and moderating HP credits and stamina use aside). I have to trust that when that HP bar is looking a little empty that my healer will be there to remedy that If I'm standing at the end of a fight, that's due in very large part to the healer... and if the healer is standing at the end of a fight, that due in large part to the tank. That's why it's a team. ;) Now if the healer hits a bug and his targetting goes wonky, or mis-times or fails a spell, or picks the wrong person to heal or any of a number of accidents that happen, why am I losing *my* XP for that? Alternately, if the tank loses aggro and the creature plows through the mages, why should they lose all of their XP? I could have dealt 99% of the damage only to have, essentially another player unintentionally kill-steal my target and get the XP I worked for (with them).

XP works weirdly. If we're in a team fighting multiple mobs and Tank One kills Mob A while I'm hitting Mob B, I get XP for Tank One's fight, even though I played no part in it. Conversely, I get killed in a fight and lose all the XP I earned in a fight I was directly involved in. <shrug>

Tin.

Re: XP distrubution in teams...

Posted: Wed Nov 17, 2004 5:41 am
by wak313
tinpony wrote:
XP works weirdly. If we're in a team fighting multiple mobs and Tank One kills Mob A while I'm hitting Mob B, I get XP for Tank One's fight, even though I played no part in it. Conversely, I get killed in a fight and lose all the XP I earned in a fight I was directly involved in. <shrug>

Tin.

I think you have summed it up very well.
One of the many, but probably most important aspect of this "odd" XP system that I did not mention originally; no matter what you do, if you are teamed, and someone in your team does the SAME thing as you at the same time (even if one finishes first) you will get the XP.

In response to the comment on the Water Exploit.... well thats makes sense - i never used it or knew about, thus why i didnt think of it :P


Keeping this thread alive, and hopefully sparking a whole new lot of very interesting and valuable repsonses - on par with the XP per action theme mentioned in here.... as a frequent RPG player, however MMORPG Virgin until SoR - the XP systems I am used to are uncapped, and the XP is the same no matter what level you are at for each mob, however each level you need more XP to progress.

Simple Example:
Suckling Yubo = 250XP
Level 1 = 250 XP
Level 2 = 500 XP
Level 3 = 1000XP
Level 4 = 2000 XP and so on.

So you just need to kill more to level (this melee/offense them applies to Craft and Forage etc as well).

However if a Capyrni = 1000 XP and for some rather lucky person they kill one at level 0 then they would be level 2 1/4
However if they killed it at level 4, they would need to kill another one to progress.....

And of course why i see this as fair... because some mobs i can kill over and over then suddenly they kill me over and over.. and supporting the TEAM theme... if there were no XP cap per kill/heal/harvest etc then people would TEAM more :)


Of course the downside of all this... probably can never be implemented as how would you "re-distrubute" XP / Levels / SP ???

Would someone at Level 103 be level 236 now?
or would someone at level 248 really be level 215?

I doubt that every mob killed or action taken (forage, craft etc) would be recorded, thus the vaule of XP can not be changed, then re-calculated and applied.


What i do want to ask for, is a clear answer as to how it works.... so we can make the most of the game and not "Waste time" because of not understanding.


Anyway, thanks to EVERYONE for their responses, i have been reading them each day..... hope to see a whole new set of ideas / opinions :)

Re: XP distrubution in teams...

Posted: Wed Nov 17, 2004 6:05 am
by tetra
borg9 wrote: This is how the XP system worked in Beta 1 - It was know as the 'tickle to death method' - load of actions = more XP

People we just using the lowest attacks.
It wasn't always like you describe, there was a point where there was a middleground and you got best exp/hr by killing with your mid/upper mid ranged skills.

Exp was decided by
(difficulty of the action * difficulty of the mob) (number of actions in that skill) [i.e. magic>offensive>elemental]. The difficulty of the mob would degrade the more actions there were, so eventually you were losing exp/hr by drawing out the fight too long.

The main problem with that skill, was that it was downright painful to level afflictions. Overall however, it was a very good exp system since you always wanted to let the fights last a little bit of time, but not too long... and never wanted to drop mobs instantly making the fighters wonder what they were there for and causing healers to be annoyed that they didn't get any exp cause they couldn't heal fast enough to get one in before the mob fell over.

Re: XP distrubution in teams...

Posted: Wed Nov 17, 2004 3:11 pm
by ixils
The focus on xp over anything else is rather disturbing. Last night I was in a group where I was the lowest tank and so I died a lot and ended up not getting xp some of the time. *shrug*

It appears to me that xp is 'blanked out' when you go unconscious not when you actually respawn. So changing it should not be that hard from a programming stand point. If you are healed... AND you do any damage at all to the mob before it expires you will get full credit for the kill.

Bad or Good? Shrug... just one of those things.

From the standpoint of a healer switching targets using that bar is hard to do and mistargeting is real common for me in the hurry to heal early. Also, using the entire sap for each heal when I normally only heal a part seems wierd too... but that is the way it is. I deal with it.

I guess the point is to not get too disapointed. After all, we are here for the social aspect and to have FUN most of all. Being in a group of friends with the banter and the obvious mayhem that can happen with adds.. mistargeting and having to think on our feet is part of what makes it interesting then just "kill" - rinse repeat... which after all does tend to become boring.. nae?

Tanna