regarding adjustments

Manguadi

Dalayan Beginner
In the last year there have been changes to farming, the economy, particular zones, and most recently, exp in an effort to combat the problems of market flooding and rapid progression. While I have no better solutions to offer, I want to point out that the issues being resolved were not always present. The top end gear is so absurdly powerful that what used to be a challenge is now absolutely trivial for some. In essence, these problems are brought on by new content. It seems like a poor solution to hinder those who cannot abuse what was designed for earlier times.

Maybe tomes should only be usable in certain areas. *shrug* Something that only hinders those who are able to abuse it.
 
If devs decided mobs were giving too much experience for how easy they were, it applies to everyone, not just one person. It's true that it may have taken longer to notice if some people weren't so adept at killing those mobs, but it's not their fault for being good at this game.

To keep people interested there has to be something to work towards, and the high end gets higher. The two choices are more content or a dead game.

As a side note, the highest end gear available in SoD has not even been seen on the server yet, so I'm not sure how you know it's "absurdly powerful."

edited: to note that the Felyn domination of Sorc Lab started when he was in mostly PoT or lower gear, it doesn't take "absurdly powerful" gear to farm easy mobs.
 
I have mixed views on the recent changes. BoE doesn't really bother me. The tradeskill item changes, whatever. The exp, I'm not too happy about, but I assume I will get used to it.

One thing is certain ---> TOO MANY MAJOR CHANGES AT ONCE.

I think all of these changes should have been spaced out. They may be old news and may have been in the works for a while, but their total change was too much in so little time, imo.
 
I totally hear you on the to many things at once. If I'm going to be clubbed over the head with a bat I would rather it be once then 3 to 4 times..

As for the exp deal that really sucks the big huge fat one. Not just for myself but a lot of others out there who depend on solo LT blue exp. It's not like groups for under 65 players grow on trees here. It's even hard to find a group sometimes when your 65. To actually do something besides cast a finshing line in the water most people go and kill LT blues for at least something to do plus a small reward. This exp nerf was by far the worst idea I have ever seen before in the going on 3 years playing on this server.
 
Manguadi said:
Maybe tomes should only be usable in certain areas.

Why? Tomes are by no means present enough in quantities enough to matter as far as overall balanced is concerned.
 
Thinkmeats said:
Why? Tomes are by no means present enough in quantities enough to matter as far as overall balanced is concerned.

To discourage high end players from farming everything in lower players' way. To force them into areas that aren't trivial. To make it so that no player can advance quickly in an area that is too easy.
 
Superb geared players that can dominate zones that are hard for early lvl 65 players will always exists. Its the essence of a mmorpg.
The idea is to keep them interested in zones that are designed for them and not for the early lvl65s.
 
Manguadi said:
To discourage high end players from farming everything in lower players' way. To force them into areas that aren't trivial. To make it so that no player can advance quickly in an area that is too easy.

So like...take Felyn for example cause he has been mentioned already. He was farming sorcs before tomes existed guy. Also, 'too easy' depends on your class and your buffs and your gear and your aa count and your charm and your skill so....bad idea.

Most players will naturally move past trivial areas just cause they are flat the fuck out boring.

AFAIK some new zones are in the works and hopefully that will bring with it places for 65's to solo well.
 
I think most people are too wrapped up around Felyn and ignoring the fact that light blues gave better exp and presented a much lower challenge than dark blue mobs, which is not right at all.
 
As far as exp with light blue mobs goes, I don't know exactly how good it was before, because I wasn't here. But I can tell you that it's really frustrating right now just how little exp light blue mobs give vs dark blue and above. I know they're easier, but they're not *that* much easier.

An example was when we had a group of 4 in Yaralith, around level 20. We were killing mobs that were DB, and getting roughly 1200 or so exp with our current bonuses (1400s and 1700ish on white/yellow). One person in our group of four dinged (just ONE), and some of the mobs turned light blue....and EVERYONE in the group started getting 200 exp on those mobs.

Now, those mobs were just as difficult as they were 5 minutes earlier. There has to be a cutoff somewhere, but should an entire group suffer because a mob is LB to one player? I was surprised that the experience the group earned was based off the highest person's level, rather than a group average, which is kinda common sense, and I believe exists in most MMOs.

Right now we play a group of 4 who are all the same level, and we are working hard to keep it that way just so we get decent exp. At level 26, I have no real desire to invite someone to our group who is even 28, let alone 30, because the exp would be almost worthless, unless we find a spot with plenty of mobs and a moderate amount above LB to the high member. Grouping is the point of MMOs (soloing is fun, but the focus is always grouping), and I feel ashamed to not want to invite someone to a group. It'll get easier I know as the DB range gets bigger (if it does like it did in Live, which I hope), but it'll always exist.

What was the status of LB exp before that it was so abused it had to be nerfed, if I may ask? Kinda curious.

I dunno, it seems like a mob should be based on the level average, rounded up or down at a group's half level point. At least then mobs turning light blue would be more worth the effort to kill, whereas now they're almost as difficult as a DB for us and give a fraction the exp. Mobs could still give no exp if they were green to one person in the group, to prevent abuse.

Not game breaking at all, just frustrating and makes me want to be too selective in group invites, which shouldn't be the case on a small population server. And I could be wrong since I'm still learning, but everything I put in here is gleaned from experiences in SoD so far, which is easily the funnest game I've played in years, btw ;)

* Edited to add that it's not just light blues - if mobs white/yellow to everyone in the group are DB to someone who you potentially would like to invite, you'd lose all that extra exp just to kill slightly faster, too, so it makes you disinclined to invite people all the more unless they are below you in level.
 
LB exp in groups was always terrible. Wiz has already stated in another thread that LB exp is still less, but not as bad as it was for the last two days.
 
fanliorel said:
Right now we play a group of 4 who are all the same level, and we are working hard to keep it that way just so we get decent exp. At level 26, I have no real desire to invite someone to our group who is even 28, let alone 30, because the exp would be almost worthless, unless we find a spot with plenty of mobs and a moderate amount above LB to the high member. Grouping is the point of MMOs (soloing is fun, but the focus is always grouping), and I feel ashamed to not want to invite someone to a group. It'll get easier I know as the DB range gets bigger (if it does like it did in Live, which I hope), but it'll always exist.

The range does get larger as you level, but you do know that you don't really "split" xp with your group-mates in this game don't you? You should at least invite lower level players to join you there really is no downside.
 
These changes have not affected LB exp from groups whatsoever, its solely about LB exp from solo.
 
As some have said already, there has been lots of major changes in a very short timespan: BoE, pristine, tradeskill armor rebalance, exp. It would be cool if no other major change would happen, to let people assimilate the new environment they are playing in. I know all of this has been a pretty big hit for many of us.

I am ok with losing power for the "greater scheme", but one rock at a time please.

Otherwise, people will be so "shocked" that you'll probably get cries of disgrunt instead of constructive critics back.
 
Kelval said:
As some have said already, there has been lots of major changes in a very short timespan: BoE, pristine, tradeskill armor rebalance, exp. It would be cool if no other major change would happen, to let people assimilate the new environment they are playing in. I know all of this has been a pretty big hit for many of us.

I am ok with losing power for the "greater scheme", but one rock at a time please.

Otherwise, people will be so "shocked" that you'll probably get cries of disgrunt instead of constructive critics back.

The reason for this is partly that I've had a bit of free time lately, and that's not gonna last for long, so I'm getting as much done as I can.
 
Wiz said:
I think most people are too wrapped up around Felyn and ignoring the fact that light blues gave better exp and presented a much lower challenge than dark blue mobs, which is not right at all.

I can't speak for all classes, but when I was a fresh-faced 65 monk, the only thing I could solo was a light blue. Even now, when I can solo a decent number of dark blues, it was (pre-change) far slower for me to kill LBs solo than it was to kill DBs or group. It was less about risk vs. reward and more about speed of progression, from my point of view. Because I could never progress at a tolerable rate by doing that, and because I would always prefer to do something else, it never seemed to be important that I could progress at all.

This is why my thoughts and suggestions have focused on aligning the progression with the difficulty. High-tier characters could progress in certain areas, using certain abilities, and that doesn't work. But low-tier characters absolutely cannot progress at a reasonable rate, which is why I made my initial claim that this is a change being made because high-end gear exists. Our efforts should be focused on enabling high-tier and low-tier characters to co-exist, rather than fixing problems that arise because of new equipment.
 
It was less about risk vs. reward and more about speed of progression, from my point of view. Because I could never progress at a tolerable rate by doing that, and because I would always prefer to do something else, it never seemed to be important that I could progress at all.

Your discussion of progression speed is focused on soloing. Soloing has, and always will be slower than grouping by design. LBs were given a boost in XP for solo kills to allow people who couldn't find a group to gain a bit of xp while they were looking, or on those occasions that they didn't have the time or attention to group for whatever reason. I don't think solo-only speed of progression is a major point of concern, for better or for worse.

Wiz said:
The reason for this is partly that I've had a bit of free time lately, and that's not gonna last for long, so I'm getting as much done as I can.

I for one am very happy to see changes when we can get them! I don't agree with all the changes, and am certainly negatively affected by many of them, but overall I think they will certainly improve the server overall and keep it from sliding toward the problems of live.

It felt to me for a while like the server was getting neglected in that these major problems and solutions had been proposed and discussed but no action was ever taken. To me, these flurry of changes show renewed commitment to SoD, and I'm glad to see them finally implemented.
 
GuiardoTuneweaver said:
Your discussion of progression speed is focused on soloing. Soloing has, and always will be slower than grouping by design. LBs were given a boost in XP for solo kills to allow people who couldn't find a group to gain a bit of xp while they were looking, or on those occasions that they didn't have the time or attention to group for whatever reason. I don't think solo-only speed of progression is a major point of concern, for better or for worse.

I for one am very happy to see changes when we can get them! I don't agree with all the changes, and am certainly negatively affected by many of them, but overall I think they will certainly improve the server overall and keep it from sliding toward the problems of live.

It felt to me for a while like the server was getting neglected in that these major problems and solutions had been proposed and discussed but no action was ever taken. To me, these flurry of changes show renewed commitment to SoD, and I'm glad to see them finally implemented.

Don't get me wrong, I do appreciate the changes/attention as well.
I just asked not too many drastic changes back to back so people a get used to a change before having to get used to the next. Looks like it won't happen for reasons I totally understand as well. So be it.
 
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