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XP cap

Posted: Sat Oct 09, 2004 2:17 am
by deadwolf
Someone please explain the decision behind limiting XP to a cap of 3,000. I cannot see the sense in it especially when you're in a team and hunting say in the Fleeting Gardens area. In a large team nobody is going to get even 1,000 per kill.

Thank you,

Wolf

Re: XP cap

Posted: Sat Oct 09, 2004 2:33 am
by vladww
This is to avoid power levelling imo.

A level 150 could powerlevel a lvl 50 in no time without such a cap .
I really hope it stays this way.

Re: XP cap

Posted: Sat Oct 09, 2004 2:42 am
by deadwolf
From what you say vlad, I deduce that there is no restriction on teaming up. i.e. a level one could team with a level 50 and gain equal XP. If so, I understand the reasoning behind the cap now.


Wolf

Re: XP cap

Posted: Sat Oct 09, 2004 2:56 am
by kamagi
This is NOT the best way to limit powerlevelling at all :)
The best way is to make it so that if you are lower than the highest level you get less and less exp till you get nothing at all - easy to scale to suit.

Re: XP cap

Posted: Sat Oct 09, 2004 3:00 am
by deadwolf
Perhaps kam, but I can't help thinking there'd be hundreds, perhaps thousands of extra lines of coding involved if it was based on a sliding scale as you suggest. (It's just a guess as I do NOT know this to be a fact) However, presuming that I am correct, I'd much rather see all those liines of code being placed in a more constructive manner, such as a fix for lag, or perhaps a potential exploit the devs manage to catch before its released to the live servers.




Wolf

Re: XP cap

Posted: Sat Oct 09, 2004 3:05 am
by vladww
There's no restriction *as far as i know* as its a skill base system, but i was also thinking of possible tricks.


for exemple :

You must have seen in game a carnivore fighting a non aggro mob in the wild.
Sometime i just sit down & wait for the outcome, then rush to finish off the survivor & get full xp for it.

Now a high level could bring down mobs to 20 hp, lose aggro in water & let his low level mate finish up his pulls for tens of thousand xp as the mob level range is so wide in Ryzom..

If done well that could be devastating for the whole game balance imo.


Thats why the 3k xp cap is a safety line to any tricks/exploits that could surface imo.

Anyway not sure about other players, but i very rarely hit this cap (lvl 85 melee)

Just my thoughts

Re: XP cap

Posted: Sat Oct 09, 2004 3:15 am
by lucasd
The advantage to this system over the sliding scale system used in many Rpg's is that it is still possible to group with people many levels above yours and still gain worthwhile experience. A couple nights ago I was in a group of 6 or so people with a 40 level gap. However, since the tank was the highest level, we still got 3k experience a kill and the kills were fairly easy. This is important in ryzom because its population seems lower than that of many Rpg's and there are often many skills at varying levels being used, it would be almost impossible to build an effective group if experience was heavily based on level. If a sliding scale was used than if say your healing skill was much lower than the max level, you would lose alot of experience if you healed in battle. Also, because you can gain experience in many different skills for 1 fight, it would be a nightmare trying to calculate how much exp would go to each skill. 3k doesnt seem too hard to hit if you can find the right mob and have a group that has efficient actions and good equipment. I personally think it works very well.

Re: XP cap

Posted: Sat Oct 09, 2004 7:45 am
by darq787
A flat 3k limit is very wrong. The cap should be a percentage of the exp needed to level, or a cap based on your highest skill. Say if you are leveling basic "Fight" (1-20) the cap could be 2000 exp, then for "Melee Fight" (21-50) it could be 5000, and so on.

Prevents power leveling, but doesn't hurt somebody just trying to solo difficult mobs. Like I'm only a level 36 melee fighter, but I can hit the cap fighting a lvl 28 growling gingo, there's no point for me to fight anything more challenging unless I want the mats they drop. It's nice sometimes to go out and kill something very challenging and get a nice reward for your effort. The current cap promotes mass killing weaker mobs. I don't like it.

Re: XP cap

Posted: Sat Oct 09, 2004 11:48 am
by pandorae
I agree that there might be a benefit to a sliding scale of XP, however I have been very happy with the effect that this phenomena has had on encouraging teamwork!

When I started in OB, I was very much in favor of a sliding XP scale. Now, after watching the affect the current setup has had on teamwork, I am not so sure that I would trade. This game is based on teamwork, soloing is peaceful sometimes, but it is not a way of life in the game.

As far as looting goes, let it just be said that there is a painfully easy fix for it. :) But let every group/team/guild find there own harmony.

p.s. - Darq ... you aren't Darquon from OB are you?

- Pandorae
- Commander, Comitatus Praetorian


Re: XP cap

Posted: Sat Oct 09, 2004 12:22 pm
by darq787
pandorae wrote:p.s. - Darq ... you aren't Darquon from OB are you?
Nope.
pandorae wrote:This game is based on teamwork, soloing is peaceful sometimes, but it is not a way of life in the game.
I have yet to see any reason to team, I can kill mobs that give me cap exp in a reasonable ammount of time and I really hope it stays this way as it's one of the reasons I enjoy the game. Something like FFXI where you are forced to team is not my kind of game and I will leave Ryzom as soon as I feel the game is becoming team oriented.