Make XP Pots last a certain number of quests instead of minutes

Purr

Well-known member
Feels like one of the reasons for zerging is people not wanting pots to tick down (also discourages grouping). Why not give a fixed number of quests that each level of xp pot works for (so one might work for 5, one for 10, one for 50, etc)?

This might be a way to help fix the later changes to how xp is rewarded.

I have a solution to people using pots when pulling saga rewards, except maybe to code it such that you get it for "quest and saga completion" rewards and each saga would tick it down by one.
 
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canicus

Well-known member
An implementation of xp pots that were not tied to a timer would not prevent or discourage zergers. zerging would still be the best xp/min way to play. It would also retain whatever fun is derived for people who just enjoy it. If you say you do not zerg due to pots, then changing the pots will not affect you. I understand that there are a lot of challenges to getting this to work fairly, but I think it would be worth at least some time considering. It would be nice to not feel rushed by a potion that I paid money for. Maybe tie the charges to the finishing of a quest. it may even be possible(or desireable) to keep the timed pots in the game. Timed pots would still be the best solution to wilderness areas. maybe do not allow charge pots in wilderness areas. Timed pots could still work for those that like them and I would suggest that the two types could not be run concurrently(this would require planning)

I think it would also be appropriate to make the charge pots with a lower ceiling for the convenience. Maybe cap top potion at 30 instead of 50% if you want the higher return, then deal with the timer. if you want to think about it less, then deal with a smaller bonus.
 

Palumtra

Definitely A Member
Feels like one of the reasons for zerging is people not wanting pots to tick down

No. It's because most zergers are grinding past lives and to them leveling is only a means to an end, plus they've done most quests several dozen if not hundred times over. Making XP pots worse is not a solution and it penalizes non zergers too.
 

Alco

Well-known member
I'm a zerger, too. I don't care about zerging.

Those statements are incompatible. If you identify as a zerger, how do you not care about zerging?

I care about incentives and rewards from an economics standpoint. Right now, the game incentivizes ending a quest instead of waiting 30 seconds for someone who joined the group to get to the quest. That's a bad incentive.

Straw man. I have been in many, many quests over the years where everyone waited for someone to get in before completing and have never heard anyone complain about it. Usually the issue is someone finishes the quest before a new player gets in. Don't go making up hypotheticals to justify your position.

If you've got a proposal to fix the problem of the incentivization of not grouping or ending before everyone is in because other people will waste your xp potion time, let me know.

Why propose a solution to a problem that doesn't exist? That is what you are doing and what I am commenting on.

How would this actually affect your play personally that you're hostile to it?

You mistake hostility for opposition. I think it is a very bad idea and there are several answers above that detail the reasons more than my post. My opposition is based on the fact that your "solution" would change grouping dramatically for everyone by limiting drastically the number of quests being run because you are afraid of a hypothetical scenario where people intentionally grief a player who joined a group to save 30 seconds of an XP pot. Again, the is a solution searching for a problem.
 

Shear-buckler

Master of reactions
Making them last a certain number of quests creates more problems than it solves. Another take would be to making them last for a certain amount of experience.
Lets say heroic xp/min avrages to 2k/min without a potion, then a 6h 50% pot would give 50% increased exp until the total bonus xp from the pot has reached 2*50%*60*6=360k. Quadruple it for epics.

Plenty of problems with this approach too...
 

mikarddo

Well-known member
Making them last a certain number of quests creates more problems than it solves. Another take would be to making them last for a certain amount of experience.
Lets say heroic xp/min avrages to 2k/min without a potion, then a 6h 50% pot would give 50% increased exp until the total bonus xp from the pot has reached 2*50%*60*6=360k. Quadruple it for epics.

Plenty of problems with this approach too...

I run at a decent pace without being really fast.

I can usually do 4-21 in two 6 hour 50% pots when I care to. Lets call it 11 hours worth of 50% xp to get 3.5 mill heroic xp.
That means a 6 hour xp pot gives me roughly 6/11 * 50%/170% * 3.5 mill = 560k xp.

I still think its a bad idea though, and sofar noone has even mentioned the effect on Ottos boxes (or I havent noticed atleast).
 

Saaluta

Founder and altogether cool gamer gurl
I think a lot of things depend on what type of pot you are running and think a lot of the ideas here have merit. But trying to tell others how they should play a game based on how you like to play the game is awfully bad form as well as being unfair to the many different people in the game. For instance, My main Saalutaball is mainly interested in getting RP and favor, so I try and get into as many high reaper groups as I can, so let's say the group is doing a certain chain or 2 that I know we can do in 3 hours. I grab a 50% pot lasting 3 hours and drink it right before the end of the first quest. This is time efficient and fits in my current play style. But, a new series of quests comes out and I want to flower sniff a bit (finding all the traps, hidden stuff, etc.} I will finish off the pot and then go flower sniff without a pot running. That is just the way I like to play, it may not be for everyone, but it's a game and is supposed to be for my enjoyment, I should not have to decide to zerg or not depending on how someone else plays or decides how I should play my game.
 

Fizzix

Well-known member
Just make both styles. Countdown and timer.

I dont mind helping newbs when I am not on a pot. I wouldnt mind if I was on a charge based pot. I kinda get a little flustered if I am on a pot and the timers ticking down. I would ask can I just finish this and we can talk details after? I dont join PUGs very often unless its for slayers anyway.

I dont mind helping guildies even when on a pot, but its never really a consideration as all my guildies play like we're running sov's regardless.

i think we could define Zerging better as well:

could be defined as

1) running through R1 past all traps and optionals, only stopping when red alert gets so bad that you have to stop and kill, because youre walking on mobs.

or

2) Running almost full speed, but killing almost every mob in your path. Maybe stopping for convienient optionals, or traps. Moving fast fast doing R1. the speed is cause you have the mobs traps and quickest path all known cause its your 30th time through the quest.

I do 2. thats efficient leveling. maybe not as efficient as 1, but its how almost everyone I know plays the game.
 
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