U60 Lammania Preview 1 - XP System Adjustments

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Natashaelle

Time Bandit
How about x amount of quests done with out DA you get a token that allows you to save a saga stone that persists through TR and is bankable in the character bank?
Or better loot from quest turn-in, including potential named ? Or every quest finished without triggering DA once gets you extra end chest rewards from silver daily dice when you turn in like so :

Trivially short 1D20 ; short 1D40 ; and so on, to the very longest ones giving the full 1D100 ? Or weight it 1D20 to 5D20 ?

Carrots !!
 

PURPLETIMB

Well-known member
A - Change every quest so that monsters "leash," rubber-banding back to their spawn point if they get a certain distance away. You can adjust the radius of the leash command based on the quest and perhaps dynamically based on the number of active monsters in the quest. That will allow the engine to self correct the resource overload from too many aggroed monsters.

2 - Implement an XP penalty like an opposite of the current conquest that decreases the quest XP based on the number of monsters that despawn because of this system. If you need to add further, not XP related incentive you can add a system that would increase the end-chest ransack based on the number of enemies that leashed during the quest.

Or, if you need a carrot instead of a stick...

2a - Remove bravery and conquest bonus and tie the bonus to number of monsters that de-spawned to reduce dungeon alert/lag during the quest.
 

Beast

Well-known member
We've had a lot of great feedback in this thread, but one thing that we haven't seen a lot of feedback on is suggestions to get players back to the XP/minute and general questing speed that was taking place prior to Update 59. We have seen a very significant increase in general speed of play since our recent lag reduction work, and as players have noticed, it's causing issues regarding game performance. Some of the goal here is to get players back to the pace they were prior to those recent changes. So, just to ask: How would you reduce player speed as it were to pre-Update 59 levels?
It's SO simple you don't even get it.
We go fa's because leveling for the 200th time is a pain.

Increase exp gain by a full 100% and people will slow down.

But you want us to buy your precious exp potions right?
 

EvilDragon

Well-known member
My suggestion:

* No alert: Conquest bonus has no penalty. (75% conquest on Elite)
* Green alert: Conquest bonus is decreased by 10% (65% conquest on Elite)
* Yellow alert: Conquest bonus is halved. (32.5% conquest on Elite)
* Red alert: Conquest bonus maximum is only 10%.

* But also, make players can easily meet the maximum conquest bonus. Most dungeons should be fairly easy to meet the maximum conquest bonus.
 

The Narc

Well-known member
Someone mentioned it somewhere, but remove the extra xp cost for levelling on second and third life and anymore after that in heroics. This was implemented at a time when there were much fewer past lives and the game basically capped at 20. This will solve the complaints on heroic xp. But definitely dont crack on the changes for reaper xp, make it expensive to pay for!!
 

Lacci

Well-known member
I honestly always hated the all or nothing approach to monster/kill-XP.
I find it very frustrating and discouraging when you do the quest, you stand before the boss fight , you have killed 75 monsters and get absolutely nothing for it. Now you have the choice of either forfeiting the bonus XP or go and circle back through the whole quest to find the monsters you might have missed. How many do you need ? 1 ? 5 ? 30 ? Don´t know, because the game doesn´t tell you, so you might just waste your time...
And in some quests it´s not even possible as there aren´t enough mobs.

The same in wilderness areas, you go and farm 100 mobs and get nothing for it...

Why even implement such a complicated system ? Why not instead award XP for every single killed monster ? The guy who only kills 20 monsters on the way still gets rewarded a bit and doesn´t feel bad about it, the guy who checks every corner of the quest to kill 100 still gets more than the other. Scale that XP by CR, and to reward stealth gameplay, instead of the conquest bonus, add a bonus for only killing 50%/25% of the monsters or something like that.
In my opinion at least you would feel rewarded for the amount of effort you put into it.
 
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SquireZed

Active member
On all worlds. It is both a significant increase in completion speed in addition to a larger pool of players achieving these speeds.... For players who wished to continue at their current pace they still could, although they might need to run a few additional quests per level, but others might be encouraged to take advantage of these new bonuses.

I guess my question is did anything change in U59 that led to the change in player speed? I don't remember seeing anything in U59 that would have pushed players to speedrun harder or anything like that. If it's not a change from mechanical changes to how the game works, it must be a change from how certain players are approaching the game. I've come back after a bit of a hiatus and since I've been back I've been playing the same way and things feel about the same speed wise. I feel like maybe the solution is to aggressively disincentivize disruptive gameplay methods instead of impacting every player.

One of my big problems with dungeon alert is that it feels like it's very punitive when encountered "organically" (i.e. big pulls). From way way back in the day before mobs chain aggro'ed, you almost never ran into dungeon alert, and when that change happened, overnight a bunch of quests became minefields. That has been improved since then, but that chain aggro (which was designed to prevent a slow and cheesy playstyle of sniping a handful of mobs at a time and generally playing like a stealth archer) change seems to be fundamentally connected to today's problems, since now people are pulling much larger hordes of monsters and it leads to a lot more pathing. However, the way that dungeon alert functions is not actually super responsive in addressing that without punishing players who just end up in a bad situation with aggro'ed mobs- usually ending up with a dead player who doesn't know why the entire dungeon just got really angry and therefore powerful.

My suggestion is to focus on the performance of problematic player behavior- kiting swarms of mobs through dungeons. Currently, almost all the dungeon alert effects are designed around "When a monster hits you" things, but that obviously doesn't actually prevent aggro, that just means if you get hit you might die and need to do it again. If kiting a billion mobs is 50% faster than the "right" way, but you die 1 in 5 times, you still come out ahead. If dungeon alert applied a movement speed reduction on players based on how many monsters they (specifically the offending player) were kiting, that would potentially keep players from dragging such long pathfinding trails for monsters, make it easier for monsters to catch up, and force people zerging every mob in the dungeon to kite them around like a massive angry swarm of bees to actually deal with their choices.

If every mob aggro'ed to you past, say, ten (or maybe 20 for really big pulls, since I have definitely done that in some quests just to gather up for AoE) gave you a one percent movement speed reduction, it would make most of the disruptive behavior I've seen cited for the pathfinding issues much more difficult, while also not punishing as many innocent party members who have to deal with someone zerging the entire dungeon but fighting nothing. If you make kiting a billion mobs only 20% faster, but you die 1 in 3 times, the economy swings in the other direction away from the disruptive behavior which I think SSG is trying to prevent. Now, this could still be somewhat exploited (having a tank pull hate after someone grabs a bunch of mobs to "free" them to run to the end of the dungeon, for example) but it would at least force someone to take some hits and fight some mobs and lead to actual gameplay, which I think would make it harder for the most abusive practices as I believe they exist based on what I've gathered of the situation and prevents the idea of exploiting "video game mechanics" to "break" the game.

And as a random Hail Mary suggestion, maybe the solution isn't having every mob in the dungeon be quite so aggressive? If pathfinding is the problem, maybe... just let the zergers win and drop pathfinding at a certain point? Not every kobold is actually that invested in hunting down the adventurer who wandered into the den, maybe they just want to eat their sandwich or look like they care to impress their boss but you know it's a long way down that hall and was that a trap you know on second thought I'm just going to wait for them to come back... There could even be a system that targets that behavior specifically like experience reductions for "kiting" hordes of monsters if you track how many monsters people aggro then reset it by running too far away by counting the number of monsters who had to have their pathfinding reset. This wouldn't punish stealthy players or avoiding optional combats, since it means that only monsters you actually aggro'ed would count. Just a thought. It's more mechanically complex to implement, but I think it could be a more elegant solution to targeting that particular playstyle (or, not-play style as it might better be called) than changing experience formulas.

On a side note, I think SSG simultaneously doesn't give us enough aggregate data about what's actually been happening for us to be helpful finding a solution to this problem nor communicate clearly what the problems actually are sometimes. Player speed shouldn't be the problem, things that lead to excessive pathfinding should be. When this problem is couched in terms of player speed, it sounds like people are just getting "too good" at the game, not actively abusing pathfinding to avoid actually playing the game and just running to the end boss, and I think that's why people are just kind of lashing out instead of working on productive solutions. If a player finds some neat build to do things quickly or effectively or some neat strategy that lets their group mow down hordes of monsters, I don't think that should be punished if it doesn't impact the experience of other players. This is a cooperative game. The tone communicated by the team is often that players are just too good and it's frustrating when you communicate it that way because it makes it sound like we should be waddling slowly through quests and abandoning optimization, when really what I hope the team means is that disruptive and exploitative behavior has increased and that should be reduced. I know that's not the intent, because I read the context, but not everyone does, and it contributes to a sense that the team views players as the problem, not the problems themselves, which leads to more toxicity on the forums, which leads to toxicity in game, which leads to no one having fun, and at the end of the day the point of the game is to have fun, right? I know it's a garbage job to get yelled at in internet daycare, I've done it before and I wouldn't wish it on anyone, but it often feels like the response is to paint all players with a broad brush when to be honest unless I'm just living under a rock it's a relatively small (but loud and disruptive) subset of any group that causes most of the problems that need to be addressed.

I do stand by my previous post- I don't think this is a smart way to solve this problem. But it's mostly because it's done in a way that suggests that the problem is that people aren't killing all the monsters, and solves the problem in a way that causes problems for how a lot (and not just a few, a lot) of quests work meaning that there is a lot of legwork to do to fix it and how people play leading to a lot of anxiety about the change. But I think the reason why I even came into that thinking this was a stupid change is because I can only see how it's communicated, and it reads as "People aren't killing monsters" not "People are kiting hordes of monsters through dungeons and it's ruining performance". It invites unnecessary concerns about "the only way SSG wants us to play the game is to murder everything, stealth is dead, choice is an illusion" when really that is neither the intention or the problem (I hope). We don't get the luxury of tables full of data or meetings about what is causing the problems, we see a post in the Lammania forum and see that there's an implementation and if that implementation has implications, that's what we're going to see, and that's going to color our reactions.

When the entire community gets involved, the decisions that were already made and the conversations that were already had aren't always available to players to review, and I think that makes it harder for us to help solve this problem because I can't see any rapid spike in completions in my own gameplay, I can't see any changes in U59 that should have led to massive changes in player behavior or completion times, and I certainly can't riddle that it's about pathfinding behavior leading to performance when people drag hordes of monsters through dungeons from the initial post exclusively nor immediately understand why this decision was made because of that problem. Without that being more clearly communicated as the why that actually caused the need for the problem is obfuscated behind the statement that changes are to "increase incentives for killing monsters, and to make it a little less confusing."

Anyway. that's my long, unsolicited essay on how to fix the problem. I could also ask for some less likely changes (reduce the amount of experience required in general to discourage the treadmill's effect on pushing people towards grind which was once again in the addition of 18 new heroic lives for the new archetypes that further encourages any behavior that makes the grind less tedious) but to be honest as much as that's a wishlist item of mine in general it still wouldn't stop people from doing the behavior that causes this latency since any grind whatsoever would encourage it anyway, and giving everyone free true completion (the only way to prevent any experience farming from the past life treadmill) probably ruins the game more than it helps so I won't imply that it would fix the problem since it absolutely would not, and it would be the wrong reason for the change anyway.
 

T.O.

Well-known member
It is in Reaper -- and some mobs do respawn in the corridors between the start and end zones, so technically it is even in leet, though it's usually only when someone enters late that any respawns will die.
They do respawn but it is still not enough to get conquest. If in normal play through conquest is unobtainable. Then SSG has much more work to do in updating a lot of quests. I gave a few examples there is quite a few more. What this is looking like is a xp nerf even for those of us that kill what is in our path. If I need to go down every side room to get conquest then. I think I will find some thing else to do and uninstall DDO.
 

SquireZed

Active member
I honestly always hated the all or nothing approach to monster/kill-XP.
I find it very frustrating and discouraging when you do the quest, you stand before the boss fight , you have killed 75 monsters and get absolutely nothing for it. Now you have the choice of either forfeiting the bonus XP or go and circle back through the whole quest to find the monsters you might have missed. How many do you need ? 1 ? 5 ? 30 ? Don´t know, because the game doesn´t tell you, so you might just waste your time...
Agreed. This change would definitely need to be accompanied with more transparency on how the system works and probably quest by quest improvements to the system and thresholds. If I need another 50 monsters, I'm not going to circle back through, but if I only need one more, then the boss would count. You can look it up on the wiki, sure, but that's not useful for new players and it does add an extra step to playing the game and to be honest even knowing that you can do it, I can't usually be bothered.
 

Kipp

King of the Kobolds
We've had a lot of great feedback in this thread, but one thing that we haven't seen a lot of feedback on is suggestions to get players back to the XP/minute and general questing speed that was taking place prior to Update 59. We have seen a very significant increase in general speed of play since our recent lag reduction work, and as players have noticed, it's causing issues regarding game performance. Some of the goal here is to get players back to the pace they were prior to those recent changes. So, just to ask: How would you reduce player speed as it were to pre-Update 59 levels?

How about the devs stop turning the game into Diablo? I thought it was kinda funny in a recent video when they said they wanted to avoid mob density from getting too high but that is already the case, that is what is turning the game into an AOE fest. Humans tend to go for the path of least resistance and so of course if you make packs of 15 monsters, everyone is just going to aoe zerg. I dont think the solutions put forth are bad, its just making players do more work for the current exp is bad. A better solution is to have the current exp modifiers suggested to apply to the middle tier of monster killing, and to have conquest give a new bonus (30% above middle tier) to exp. Conquest is simply too time consuming to achieve with a lot of quests, so this ends up being a net nerf even to people who play "the normal way".
Edit: To me this solution is a lot easier than the other solution, which is sweeping changes to the many, many quests where conquest is either unreasonable, un-necessary or in some cases, simply unachieveable (Haverdasher being a classic example). I think onslaught giving 70% and conquest giving 100% is a much quicker and easier solution, as onslaught is achieveable through normal gameplay in a much higher % of quests. (Though of course, there would still be many quests needing some attention, such is the nature of a game with so many quests though, this would be unavoidable with any solution)
 
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Putti

Well-known member
Perhaps Dungeon Alert could inflict its slow on you as soon as it is triggered instead of only when getting hit. So if you're in red alert you move extremely slow.

I also think you could look at the way experience potions work. The way it is now they cause a serious zerg mentality as time is money.

Optionals would be a great way to go, but the only way to get people to do them is to either put very valueable rewards there (sparks, rare filligrees etc.) or to have the XP worth it. The problem is if it's just a simple optional of killing some red-name then what's to stop you from simply zerging to it to kill just it. A better option is something like in ToEE, but the XP has to be actually worth the time invested and you don't want a group splitting up to complete it faster as having 6 people fighting big groups of mobs at the same time is bound to contribute to lag.

For future quests you can simply have kills be part of the quest requirement or have doors that don't open until you've killed mobs. Also stop making every quest just a pack of 10 mobs every 20 meters. That doesn't really do anything for old quests, however.

To be honest I don't really see any viable solution. People will always try to optimise their XP/min. The only real solution is trying to fix the reason why zerging causes lag which it seems like you're also trying to do with the path changes in this update.
 
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mikarddo

Well-known member
nt to change behaviors of players you re

You ask how to get players to slow down? The simplest answer, is to make optionals worth doing. An easy one is to have a completion bonus, where as you do optionals you gain an increasing bonus to your quest XP. I think Isle of Dread nailed this one because I will always go out of my way to do optionals that drop crafting ingredients. Stop and punch a mob on my way to get some more dino bones? 100% doing that.

Sure, you do that now. But will you still do that in 2 years time? Very doubtful. Just consider if you still go out of the way for chests in Sharn for materials... I sure don't and haven't in a long time.

Loot only matters while content is relatively new - xp matters forever.
Optionals need to add alot more xp. Some could give 10x the current xp and still not be worth the time. The problem is that this needs to be done on an individual basis as making all optionals suddenly give 5x as much xp would make the few already worthwhile optionals over the top good.
 

mikarddo

Well-known member
It's SO simple you don't even get it.
We go fa's because leveling for the 200th time is a pain.

Increase exp gain by a full 100% and people will slow down.

But you want us to buy your precious exp potions right?

Why do you think anyone would slow down if xp was doubled? The players going full speed would still do so - just getting lives twice as fast.
 

Alternative

Well-known member
So, just to ask: How would you reduce player speed as it were to pre-Update 59 levels?

Nerfing XP will make the players move faster, not slower! If they gain less xp in a quest for the lack of conquest bonus, they will just have to zerg 2 quests instead of one.

Meanwhile it's a nerf and major annoyance to people who don't zerg, I don't want to search every nook and cranny for extra mobs to kill only so that I can get the same xp as I did before.
 

CEastwood

Active member
Well, I'm not certain how new record speeds are being achieved.

My xp/min hasn't changed post U59, and can't think of any mechanical change for how new records are suddenly achievable across the board.
This is my experience - no increase in completion speed for me on the regular servers with my usual TR build. However, it may be worth looking at certain archtypes. For example my experience in Hardcore was when running with a Blightcaster in the group fast completion and my toon really a passenger.
 
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Svirfneblin

Well-known member
Just you wait: Update 60: Experience Potions encourage Zerging and quick completions which is Unfair and UnEquitable and not Inclusive.

XP Potions NOW cost 50% more and last HALF the duration. More Income, Less Results, SSG employees all get free Cadillacs... Win/Win/Win LOLz.
 

Mary

Well-known member
I believe it is important to make any and all changes for the players, with players in mind - I personally have completed waterworks probably 1000 times in my life. Sometimes I do the zombies. Sometimes the spiders, based on the whim of the moment - but I do not want to be forced to do a full dungeon clear each and every time. No.
 

mikarddo

Well-known member
You have posted about Monster AI changes, Dungeon Alert changes and XP system changes.

The latter have received alot of comments that show various different concerns - some even that the XP system change will add more lag not reduce it.

I would hope you institute the AI and DA changes in U60 and take a long and good look at the effect of those changes before you mess with the XP system and risk alienating alot of players from doing so.
 

Svirfneblin

Well-known member
We've had a lot of great feedback in this thread, but one thing that we haven't seen a lot of feedback on is suggestions to get players back to the XP/minute and general questing speed that was taking place prior to Update 59. We have seen a very significant increase in general speed of play since our recent lag reduction work, and as players have noticed, it's causing issues regarding game performance. Some of the goal here is to get players back to the pace they were prior to those recent changes. So, just to ask: How would you reduce player speed as it were to pre-Update 59 levels?
More Hamstrings, More Hold Person, More Sticky Bombs, More Disco Balls, More Grease, More lassos, More Soul Locked Doors, Reduce Player movement bonuses.
 
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