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Too large differences in mob xp?

Posted: Thu Sep 30, 2004 2:06 am
by miths999
I am playing as a Tryker currently at melee combat 40, and I just spent an enjoyable few hours with some guildmates (most of them higher skill levels - magic or combat - than me) in a few different locations in the Lake Lands and fighting different types of mobs.

It seems to me though, and the others generally agreed, that if it is xp you are going for (and even if you are not a powergamer - which I am certainly not, you probably still like good xp) it seems that a single mob type, in Tryker land at least, up to at least combat/magic level 80 by far provides the best xp.
Grap your pike or ready your acid spell - we are going Clopper hunting :) .

These oversized craps in various level range variations (Growling, Scary, Dangerous etc.) are relatively easy to handle, especially if you are in a group, and they fall fairly quickly.
I at least, was getting 2500-3000 (max) xp per kill hunting the Scary to Dangerous variants in a group of four to five people and I make about the same if I solo the Growling Cloppers.

Pretty much every single other type of mob I have fought in a group or solo gives less xp - sometimes a lot less. And some of those, the Clopper "cousins" Goari for instance seems to dish out a good deal more damage but only yields about 1/3 the xp.
Others again in the same level range, sometimes tougher to kill than Cloppers, seem to yield only a few hundred xp.

Am I the only one (well, my group members seemed to agree as well :) ) who thinks this is a bit messed up?
I must admit that I have not taken possible loot differences into the equation, so I will not rule out that what you loose in xp on some mobs may be gained in drops, but from what I understand, money should not really be that much of a problem once you get past level 50 or so in a combat skill - even if you do not harvest or craft.

Currently I really feel little incentive to hunt anything but Cloppers unless I am waiting for the next spawn, or something big and nasty that just has to go down (I may die trying) is standing next to me.
I am in no hurry to reach a high level and I hope to be playing this great game for a long time to come, but honestly - if I can whack that Clopper on the head for 3000 xp or try my luck with that <insert mob name> standing next to him and come out with a sliver of health and less than 1000 xp, the choice seems pretty easy.

Oh yeah, and I hate pikes - I am a blade man all the way, so the fact that Cloppers have slashing resist, and thus of course are "forcing" me to use a pike, make me hate them even more :) .

I am not sure whether xp should be lowered for Cloppers or raised for other mobs or someone has a much better solution? Or can perhaps inform me that I am just imagining the problem?

Well, 4 am - good night. I will race ya for that last Clopper on the beach tomorrow :) .

Re: Too large differences in mob xp?

Posted: Thu Sep 30, 2004 2:47 am
by shrike
There seems to be a general need for some mob balancing.

In Zorai for example, a lvl 35 growling ragus has around 600, a lvl 45 baying ragus around 800 HP. A lvl 55 scary ragus in the lvl 50-100 zone, on the other hand, has around 4000 HP.

Re: Too large differences in mob xp?

Posted: Thu Sep 30, 2004 10:39 am
by miths999
Did I actually put this thread in the technical forum last night or was it moved? Well, it was late, I intended to put it in the general forum anyway :) .

Re: Too large differences in mob xp?

Posted: Thu Sep 30, 2004 12:14 pm
by mccoy3
miths999 is absolutely right. cloppers do give best exp and furthermore they give great loot. hopefully they'll don't change this but let them respawn more frequently :-)

What I really miss is bonus exp for group kills. killing 4 scary ragus I find more difficult than killing a dangerous clopper.

Another thing I want to mention here is savage cute don't drop anything but hairs and bones. Is this supposed to be like that? I don't know. They are pretty tough and come in groups aswell.

Last but not least I must say I personally really dislike the placements of the mobs. The way it is now lev50 characters can't walk in the outter regions for long. The mobs are that strong and aggressive you cannot survive for long unless u are bit lucky and find a way through them.
(6 Roaring Zerx's right in front of you after a trip with the stargate to winds of muse - one zerx does up to 1.100 damage)

As a result of this the game really gets boring fast. I have to do my first 100 levels in my main-area before I can go somewhere else. And I am pretty sure the mobs in the outter-outter regions don't become easier to beat. I am pretty sure you won't find lev20 mobs somewhere else than in your mainarea.

I guess there aren't even enough Tryker players on this server to explore the outer regions without instant dying even if all try together.