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[DEV] Combat Changes, July 13

Posted: Wed Jul 13, 2005 12:32 pm
by lawrence
As previously announced, Nevrax has just added a new set of features to the Now In Test Section over on the official website. In order to be able to provide Nevrax with more detailed feedback, we'll be adding separate feedback threads for some of the items listed there.


[ F I G H T I N G ]
  • Named creatures respawn delay : In patch 71, we partially revamped the
    named creatures of Atys to change their respawn delay from
    'immediately!' to 4-8 hours (random) and to let them wandering around
    instead of staying at the same location. However, high level groups now
    have a hard time finding good challengers, since named creatures cannot
    be used to gain experience efficiently anymore.

    While we do not want to revert to the old behavior, as named creatures
    are true individuals and chain-killing them wouldn't fit that purpose,
    we still want to help a bit here. We will lower the respawn delay
    to 2-5 hours (random). Also, to compensate the loss of high level
    challenge for groups, we will modify 4 of the races currently wandering
    on the high level areas, multiplying their HP and experience reward by
    5. They are all herbivores.
The affected creatures will be :

* Madakam :
o Matis : Grove of Confusion
o Zorai : Grove of Umbra, Knot of Dementia

* Shalah :o Fyros : Scorched Corridor
o Tryker : Bounty Beaches, Enchanted Isle

* Bolobi :o Tryker : Lagoons of Loria
o Matis : Upper Bog, Heretic's Hovel, Hidden Source

* Ploderos :o Zorai : The Void
o Fyros : Savage Dunes, Dunes of Exile, Outlaw Canyon

Re: [DEV] Combat Changes, July 13

Posted: Wed Jul 13, 2005 4:36 pm
by vinnyq
I really need clarification on this.

By 5x the XP, do you mean we can possibly get 15000 xp per kill? Or is it still capped at 3K but it means we can have more people in a team to kill it without nerfing the xp and bring it down below 3k?

Thanks!

Re: [DEV] Combat Changes, July 13

Posted: Wed Jul 13, 2005 5:15 pm
by sehracii
I think it's the second option.

I thought at first they were messing with the max, but after reading more I don't think that's the case.

Just giving it 5x more possible XP so a big team can get a decent amount.

Re: [DEV] Combat Changes, July 13

Posted: Wed Jul 13, 2005 5:35 pm
by iwojimmy
so what is the highest level madakam, etc.. now if you had been getting 600 xp, you would now get 3k..

from memory I beleive you got 1000 xp solo if players level equals mob level, but it seems to drop away quickly with number in team, and level differential.

do demolisher type mobs count as named for respawn delay purposes ?

v. tired, sorry about incoherent ramblings :)

Re: [DEV] Combat Changes, July 13

Posted: Wed Jul 13, 2005 5:44 pm
by sehracii
I'm curious why they're including some 200 zone mobs (like bolobi in Bog) in this as well. What niche is that suppsoed to fill? If the old kind are too little XP move to a 250 zone.....

I just have to remember that I can solo the arma but the bolobi next to them are to be avoided :o
iwojimmy wrote:from memory I beleive you got 1000 xp solo if players level equals mob level, but it seems to drop away quickly with number in team, and level differential.
I think it's a bit more complicated. Like doesn't a carnivore of level X give a lot more XP than herbivore of level X? And even from herbi to herbi it varies... I think...

Where these changed mobs fall will be interesting. It'd be a shame if this really didn't fix the problem at all...

Re: [DEV] Combat Changes, July 13

Posted: Wed Jul 13, 2005 6:56 pm
by sidusar
sehracii wrote:I think it's a bit more complicated. Like doesn't a carnivore of level X give a lot more XP than herbivore of level X? And even from herbi to herbi it varies... I think...

It's been a while since I ran around whacking all kinds of different creatures and writing down what experience I got from them, trying to find the pattern behind it, but here are the results I still remember (it's all from memory so there's bound to be some mistakes).

The basic experience for killing a mob of a higher level than you is:
Exp = 1000 + 100 * (mob level - your level)
For mobs lower than your level, there's a different and more complicated equation which I can't remember.
Some creatures give a 50% experience bonus on top of this basic experience. A few examples of such creatures are: gingos, cloppers, torbaks, bolobis, ocyx... I believe the list does include most of the species of predators, though not all. Goaris and ragus are two predators I know that don't give this bonus.
So for example, killing a ragus 5 levels above would give you 1000 + 500 = 1500 exp, and killing a gingo 5 levels above you would give you 50% on top of that = 2250 exp.

I don't know how it is for teams, to test that you'd need a group of people willing to spent a lot of hours travelling the world killing as much different creatures as they can find and writing down level of creatures and experience gained. Also, I'm sure named creatures give a lot more experience than regular creatures of the same level, but since I can't solo them I can't determine how much without first knowing how exp works for teams.

Re: [DEV] Combat Changes, July 13

Posted: Wed Jul 13, 2005 9:23 pm
by trenker
Just a load of parameter tinkering, aka un-nerf after previous swerve to annoying mode.

Re: [DEV] Combat Changes, July 13

Posted: Thu Jul 14, 2005 7:30 am
by sidusar
sehracii wrote:I'm curious why they're including some 200 zone mobs (like bolobi in Bog) in this as well. What niche is that suppsoed to fill? If the old kind are too little XP move to a 250 zone.....
I'd guess because it's easier (and more consistant) to change all bolobis everywhere, than to only change the bolobis in the purple zones. Same for the other mobs. There simply are no herbivores that only exist in purple zones, so they had to pick some that also exist in red zones.

I'd be interested to see how this change will affect the predator/herbivore relations in those regions, specially Bog, because bolobis in particular are already quite powerfull for herbies and often kill the cuttlers that attack them. With 5 times as much health they may well be able to rule the Bog. Though I suppose it's possible they'll change the modified mobs so that predators don't attack them, like how it seems to be for mektoubs already.
sidusar wrote:It's been a while since I ran around whacking all kinds of different creatures and writing down what experience I got from them, trying to find the pattern behind it
Okay, since gathering information is my favorite activity anyway, I spent the day travelling all over Atys while blasting, slashing, whacking and knifing every mob I could find for exp. So now I can be sure my results are accurate.
The basic experience equation for soloing mobs above your level is indeed as I stated: 1000 + 100 * ( mob level - your level ). For mobs below your level the equation is too complicated for me to figure out at a glance, so I'll just give some of the numbers: A mob one level lower than you gives 959 exp, two levels lower than you gives 922 exp, three levels lower gives 886 exp, four levels lower gives 855 exp, five levels lower gives 823 exp, ten levels lower gives 660 exp, twenty levels lower gives 62 exp, and 49 levels lower gives 1 exp.
Two-thirds of all the creatures in the world give exactly these amounts of experience, but a number of creatures give 50% bonus on top of this basic experience. These creatures are: bawaabs, bodocs, bolobis, cloppers, gingos, kibans, lumpers, mektoubs, ocyx, ploderos, torbaks, tyranchas, yelks, and zerx. Then there's kipees, who give a 100% bonus on top of the basic experience, and kinchers, who as far as I could tell give a 150% bonus (I could only solo the two weakest kinchers though, so might be off here).

I obviously didn't kill every single mob on Atys, so there may be exceptions to the above. I assumed that if one tyrancha gave 50% more exp than it should for it's level, then all tyranchas do.
Creatures I can't solo and thus couldn't determine how much exp they give: kidinak, kinrey, jugula, vorax, and yetin. For every other mob that's not on the above list, including plants and primates, I've killed at least one of them to confirm they give only the basic exp.

Re: [DEV] Combat Changes, July 13

Posted: Thu Jul 14, 2005 8:38 am
by iwojimmy
/target sidusar
/grateful

Great work !!

I need to make a copy of this :D

Re: [DEV] Combat Changes, July 13

Posted: Thu Jul 14, 2005 10:32 am
by pr0ger
Why only those ?

Why they are only herbivorous ?

I really dont understand why "them". There is many others named herbivorous (sadichi, manda,...) that are (where) chain killed.
i'd really know why you pick those and not the others. also if they fight each other, we have to wait loooooong before the corpse of the looser wipe... i'd better see reduced "auto wipe corpse delay" rather than two or three uber named wandering...