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BatMUD Forums > General > Re: mobs & exp

 
 
#1
04 Jan 2004 10:33
 
 
It became obvious to me that making exp had become to easy over the last 6
months or so. At the "height" of the tune, i could solo 700k exp in an hour,
or lead a 35k rate 3-man, and I made over 20m exp in one week with the new
explore system. Additionally, exp is not worth near anything it was years
ago. (before I started playing even) If I could choose between having loads
of exp or having a sweet eq set, I'd take the eq. I'm not sure anything can
be done now to increase the "game value" of exp, due to the much larger player
base nowadays. I'd rather see more challenging mobs worth more exp than easy
ones that you can plow through. An -extreme- example of this would be a mob
worth 5m exp, but wouldn't have any eq, but would still take quite some time
to kill. Anyway, I think exp should be a lot harder to get than it is, and
I'm glad that there was finally a tune in this direction.

Jacen

 
 
 
Jacen
269d, 6h, 13m, 15s old
Level:
100
 
 
#2
04 Jan 2004 22:52
 
 
I really don't understand why people, especially high level players "complain"
that making exp was too easy and therefore it shouldn't be. You certainly took
advantage of the uptune on exp when it was there. If you really want a
challenge why did you not go after harder monsters instead of killing easy
ones. I would expect the payoff for being lvl 100 player to be as Jacen's xp
rate. Just because you can make loads of xp, doesn't mean you have to. If you
claim that xp was so easy to make, how come I don't see everyone at lvl 100?
Being at lower levels it certainly didn't make it easy. Perhaps it was a high
level problems, highbies had it easier than lowbies, and it is the highbie xp
rate that should've been tuned instead of an allaround tune.

perhaps it's time to implement quotas over how much xp you should be making?
If 20m/week seems too much, why not set a cap over how much xp you are allowed
to make per week per level? That would give more control over how fast the
archs wish the players to advance xp wise. It would be up to the player to
choose wheter to cap their quota in a day or span it over a week for lack of
things to do. Is that how highbies want it? I used to average 100k per hour at
lvl 50 when xp tune was good pre Jan. Now I still average close to 100k per
hour, with the only exception that in order to do that, i have to rape same
area over and over, since 1k mobs are easier to kill than 20k. I thought this
is what the admin didn't want. players to stay in same area. I just don't go
anywhere else cause it's not worth the time and trouble when you spend 20 mins
killing something only to be killed 2 mins after by the next monster.
Ohh, gotta go...smurfs repoped :)

-B



 
 
 
Bashag
108d, 11h, 38m, 16s old
Level:
45
 
 
#3
05 Jan 2004 17:16
 
 
It is a false asssumption to expect things since this game is free. I think
someone mentioned that awhile ago. The problem before I see it as someone
like me or Jacen are too newbie to be leading good rates etc. Getting to level
100 should be a challenge for most.

Consider the 'awesome' tuned exp mobs for the past few months a freebie, now
we have to deal with crap exp monsters, Who knows, it might be changed in the
future again :) Welcome to tuneland
Quote:
---> Robin Hood <--<<
Quote:
---> Robinhood <---<<
 
 
 
Robinhood
1y, 29d, 10h, 52m, 27s old
Level:
85
 
 
#4
07 Jan 2004 03:09
 
 
Jacen wrote:
It became obvious to me that making exp had become to easy over the last 6
months or so. At the "height" of the tune, i could solo 700k exp in an hour,
or lead a 35k rate 3-man, and I made over 20m exp in one week with the new
explore system. Additionally, exp is not worth near anything it was years
ago. (before I started playing even) If I could choose between having loads
of exp or having a sweet eq set, I'd take the eq. I'm not sure anything can
be done now to increase the "game value" of exp, due to the much larger player
base nowadays. I'd rather see more challenging mobs worth more exp than easy
ones that you can plow through. An -extreme- example of this would be a mob
worth 5m exp, but wouldn't have any eq, but would still take quite some time
to kill. Anyway, I think exp should be a lot harder to get than it is, and
I'm glad that there was finally a tune in this direction.

Jacen
Just bragging, or did you actually like the tune? =P

 
 
 
Lenzi
42d, 18h, 7m, 20s old
Level:
50