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 Post subject: Continue Player % Bonus
PostPosted: Wed Apr 30, 2008 1:20 am 
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Not sure if anyone has mentioned yet But i truly Love The Player % Bonus.. Been lots more on lately and would love to see it continue.. even if it means lowering to 5% per player on..

And I want to Personally Thank all who made this month possible..

Not as fun as Hell Weekends but then again normaly Hell weekends end with a Pwhipe so this was actually better :) :mrgreen:

would also Love to see a Hell Weekend without the pwhipe great time to do exploring :mrgreen:

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 Post subject: Re: Continue Player % Bonus
PostPosted: Wed Apr 30, 2008 7:55 am 
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*Hugs the bonus so tight, you can't pry it away*

I will be disappointed to see it go.

Though I've never experienced a Hell Weekend... Doesn't sound particularly thrilling ;)

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 Post subject: Re: Continue Player % Bonus
PostPosted: Wed Apr 30, 2008 9:12 am 
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easy leveling with the % bonus...makes it feel like im doing something besides grinding away lifelessly...plus maybe if I can get bigger I can contribute more *shrugs*

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 Post subject: Re: Continue Player % Bonus
PostPosted: Wed Apr 30, 2008 3:33 pm 
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Basicly what hell weekend is.. at least thats what i call it LOL... sometime like a Friday they save all info and reboot then beef up charicters throw some limited and rare eq in the donnation room drop everything including pc killing and for next day or two anthing that happens dosnt matter, then come monday they whipe everything then reload the info saved on Friday.. Nothing lossed and dosnt matter if you die.. its realy fun LOL


Maybe if we all work hard and get DL2 up in the vote polls to something like top 10 they will consider it :)

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 Post subject: Re: Continue Player % Bonus
PostPosted: Wed Apr 30, 2008 3:55 pm 
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Pandor wrote:
Maybe if we all work hard and get DL2 up in the vote polls to something like top 10 they will consider it :)


Right, I'll just fire up the botnet. What Place in the top ten do you want Nezmar? ;)

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 Post subject: Re: Continue Player % Bonus
PostPosted: Wed Apr 30, 2008 4:56 pm 
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The closest thing we have to what you are describing (Hell Weekend) is what we call (and have for many many years now) a Distant Lands Dream Sequence (DLDS). For more information type "help dlds" in the game. We typically use these for testing code and we've got lots of code that needs testing pretty soon here so don't be surprised if we have one (hopefully early) this summer.

As far as the current per player experience bonus, it has been wildly successful and I totally intend to exploit that again in the future. :D

Best regards to all,

--Nezmar


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 Post subject: Re: Continue Player % Bonus
PostPosted: Wed Apr 30, 2008 5:07 pm 
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That's what you meant by Hell week... a DLDS... Nevermind, I think I've been through one.

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 Post subject: Re: Continue Player % Bonus
PostPosted: Thu May 01, 2008 5:27 am 
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I agree the exp bonus was really cool it made people want to play more it did rock. But i think a great idea for a exp bonus would be grouping i mean maybe you get an extra % of exp per person in your group i also think this could help with other things. Grouping leads to friendships, friendships sometimes leads to nice guilds and a great guild can lead to some excellent RP. So maybe if people were encouraged to group through a exp bonus of some sort it would lead to some Great friendships, Guilds and Rp.

And some may say we do not have enough players for this but before the normal exp bonus we were lacking players and it drew players in, So a group exp bonus may also draw players in and also make people group more and i think that is needed and definatley at low levels as thats were the best frindships are formed.

Just a idea that flew into my head

Eracules


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 Post subject: Re: Continue Player % Bonus
PostPosted: Thu May 01, 2008 10:55 am 
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totally agree with Eracules here...getting people to group together is helpful and can bring more excitement for people who can't do everything completely solo...

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 Post subject: Re: Continue Player % Bonus
PostPosted: Thu May 01, 2008 7:28 pm 
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I just wanted to toss a few comments in here, seeing ive been such a big fan of the exp bonus..

Firstly, love Eracules idea.. not bad for a kiwi.. anything you can do to encourage player interaction is a win, bunus for grouping would be great.

Secondly, the exp bonus and then the loss of it has really highlighted a problem for the higher levels to get exp... with the bonus I struggled, but it was attainable, without it is just rediculous tho. I just went thru a typical run which included thaumaturgist, sapphire dragon, onyx dragon, lockpocket, tzonov, arioch, juantier, lockland (basically any big mob I can actually kill)... your thinking, if you can kill so many big mobs what the hell are you bitching about... to put it in perspective for me, that takes about 80 charmies for a run that big and a huge amount of time/regen. Net exp, less than 1 mil.

How the hell is a warrior class expected to get anywhere close to this, I acknowledge that ive got it easy in comparison. Also, in the last few weeks my con has taken a major hit because of the massive risk in killing this type of mob just to get exp... maybe a con bonus not just on avatar quests when your over 200, but every 10 levels in addition? I acknowledge the MPP usage idea's which are brilliant should help here, but theres a few of us who are in danger of permi before they ever come about.

I agree with the concept behind the calculation of exp received for a kill, you cant have level 200's going around killing level 50 mobs and getting full exp for it. But you cant have the same penalties applied for a level 215 killing a level 200 mob as you do with say a level 30 killing a level 15 mob. I get around 100-120k exp for killing a level 200 mob (and thats assuming I get the kill and a dirty little charmie doesnt steal it), and thats for a mob that im guessing would be worth 300k+ traditionally (not trying to assume to much, but I was around in the old days, fuzzy memory just pulled out a number).

So my suggestion is to dull the penalty as the size of the mob increases, you have a basic scale 0 - 500 or 0 - 300 to work with it shouldnt be hard to calculate it on a curve.

Also, you dont appear to get a bonus for killing mobs larger than you... I think if a level 100 went and killed a level 200 mob then that should be worth more than the traditional value, makes sense if your getting penalised for killing those smaller that it works the other way.

Cheers,
Drey.


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 Post subject: Re: Continue Player % Bonus
PostPosted: Thu May 01, 2008 7:40 pm 
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Just another thought.. I havent seen a con flask or level flask in ages, its a bit sad that to load them realistically I have to kill mobs that I get almost no exp for.. i know it'd be a bit messy taking them from the standard random groups, but what if they had a higher chance of loading on larger mobs?

Drey.


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 Post subject: Re: Continue Player % Bonus
PostPosted: Thu May 01, 2008 10:57 pm 
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Now that we have players that have broken the 200 level mark, it might be time to look at the exp scale.

When Dreylor says he is having a hard time leveling it makes me think... More importantly than being decked out with awesome gear, he has the luxury of being able to play from work. If leveling for Dreylor is so time consuming, how time consuming will it be for a more casual player, such as myself, who doesn't get a chance to play all that much? At 20 million per level, it would take me 5 years to get quest ready.

I do agree that getting to avatar levels and beyond should be difficult. But right now it seems a bit over the top. After you spend a bunch of time getting half way to being quest ready, the progress starts to drag out and the game begins to get a bit tedious. Or maybe its just me.

If the exp thing is looked at by staff I ask that you don't let hardcore players (those that can play for 8 hours a day at work) skew the curve.


A little brainstorming: Maybe something else can be done to put less emphasis on killing at the later levels. Such as not needing exp at all, and instead only be able to advance to the next level after getting your new spells, skills, and profs up to a certain level of practice.


Thanks,
Baernov

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 Post subject: Love player bonus, and another idea.
PostPosted: Sat May 03, 2008 2:43 pm 
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Love the group exp bonus. From what I recall. Nezmar removed the exp flee loss, he was thinking permanent. I didn't notice if it was stll in effect. *just tested this in game, doesn't look like there is exp flee loss anymore.*

I just quit another mudd that I was playing, but it had a good deal of ideas that would be interesting in DL. I'll post some elsewhere, but here's some that might pertaine along the lines of the exp. A few I spoke with Eracules about and we decided it's fun for other mudds, but has no place in DL.

Double exp time periods. Ex: An emote comes across the world that the guardians have stepped into the realm, blah blah blah. For one game hour (or whatever time staff sets) exp will be doubled (%) during that time. When the exp is over, world emote that they wave their arms and bid all the mortals a good-bye. Staff can see maybe a good deal of people on and throw out this bonus of exp for a short time. You could type
world and see if there are any bonus.

Idea: add exp bonus desc to the world command at the bottom... Currently there is a 10% bonus per player when grouped.

Along with quick bonus' and ideas. Upped hitroll, upped melee, bonus gold, upped regen rates. I really like the regen rates idea. I think regen needs to be tweeked a point or two anyways, especially for newbies who hardly get a good deal of regen gear right off the bat.

Just more thoughts.

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 Post subject: Re: Continue Player % Bonus
PostPosted: Sun May 04, 2008 11:20 am 
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You can now view any current bonuses with the 'world' command in the game.

We now have the ability to do regeneration based bonuses as well... perhaps next time I see a significant number of players on, we'll give this a try for an hour or two, maybe more.

Best regards,

--Nezmar


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