It doesn't help the issue or the discussion to willfully misinterpret and misrepresent the issue.If these changes go live, as there are currently suggested, and the "rest of the population" as you so simply put it, find out that leveling will now take 3-4 times longer, how well do you think they will react? I will agree that there are multiple play styles in DDO, however hitting everyone that doesn't play the way the Devs want you to, with an exp hit is wrong.
I hated leveling when my character was new as it took a long time to advance. It took the joy out of playing for me, but I struggled through with it, because I knew it would make my character better. Now that my character is a good one, having to go back to a system of leveling where i have to spend more time to level is frustrating. I fail to see why the players are being penalized because the system can't handle the DA that the DEV team put in place.
The Dungeon alert system was put into place to slow players down, it did briefly, until players learned how to manage it. Now the DEV team is telling us that the DA system is causing lag, so to fix that they will penalize the players by making everyone have to spend more time in the quest to get the same exp you can get now. Do you honestly think that all the players who zerg are going to simply stop? No, they are now just going to have to zerg more quests to get the same exp as before. This doesn't fix anything.
If I run a quest that can be done in a short run in about 2 min, or a long run in about 10, then I will do it the short way, and run it twice. The XP changes to reduce lag wont actually reduce lag, they just reduce the exp players get. Someone years ago wrote on the forums that "DDO isn't about exploration its about memorization." Players learned what rooms you have to go in to meet the quest objectives, and which rooms you didn't have to go into.
If there is a "pathing issue" with the DA system, fix it. To suggest that all player play as if they were a 1st life character is insane.
Some very significant changes here with the following likely impacts:We are doing some updates to the XP system to increase incentives for killing monsters, and to make it a little less confusing. This all ties into a series of changes to make running past large numbers of encounters a less desirable behavior because of what it does to our servers due to pathing costs.
Changes:
1. Bravery Bonus is being renamed Delving Bonus. (this is mostly so people coming back to the game don't still think they need to worry about streaks, which came up a bit when we tried to talk about this to our surprise....).2. The "First Time" bonus that appears per difficulty is being removed and its value is being absorbed into Conquest and the Delving bonus. It was redundant, a bit confusing and we need the numbers elsewhere.Details Below:First Time bonus Changes - These bonus are being absorbed by other bonus types.
Difficulty XP Bonus In New System Solo, Casual, Normal, Hard 20% Move to Conquest Elite 45% Move to Conquest Reaper* 95% Move to Conquest & new Bravery aka Delving tier
DELVING = BRAVERY BONUS
Increase Delving Bonus by adding a Reaper Tier
New Delving Bonus 50% on Reaper so...
Hard 50% Bonus
Elite 100% Bonus
Reaper 150% Bonus
Uses the same logic as bravery bonus did before meaning if you play on hard then elite you'll only get a 50% bonus for reaper, or if you JUST played on hard and then reaper the bonus would be 100%. Playing reaper from the get go would be 150%.
Conquest Updates - Conquest bonus now scales with difficulty some and is a larger bonus.
Note: We will be doing a pass to address certain dungeons that have usual configurations that make getting these bonuses perhaps more difficult than they should be. We are still working on the details but Castle Ravenloft and the Vault of Night Dragon Raid are some examples.
Normal Difficulty:
Hard Difficulty:
- +10% Aggression bonus
- +15% Onslaught bonus
- +45% **Conquest** bonus
Elite Difficulty:
- +15% Aggression bonus
- +25% Onslaught bonus
- +50% **Conquest** bonus
Reaper Difficulty:
- +25% Aggression bonus
- +50% Onslaught bonus
- +70% **Conquest** bonus
This change is Net neutral except for a very slight boost in hard.
- +25% Aggression bonus
- +50% Onslaught bonus
- +70% **Conquest** bonus
TOTAL BONUS COMPARISON:
NORMAL old new HARD old new ELITE old new Reaper old new conquest 25 45 25 50 25 70 25 70 1st time 20 0 20 0 45 0 95 0 Bravery 0 0 50 50 100 100 100 150 Ransack 15 15 15 15 15 15 15 15 Tome of Learning 50 50 50 50 50 50 50 50 Tamper 10 10 10 10 10 10 10 10 Observance 8 8 8 8 8 8 8 8 Total 128 128 178 183 253 253 303 303
TOTAL BONUS COMPARISON REPEAT PLAYS: The increased conquest bonus does increase replay XP but a fresh quest is still X2-3 the bonuses, so this shouldn't really be a problem.
Normal old Normal new HARD old new ELITE old new Reaper old new conquest 25 45 25 50 25 70 25 70 1st time 0 0 0 0 0 0 0 0 Bravery 0 0 0 0 0 0 0 0 Ransack 15 15 15 15 15 15 15 15 Tome of Learning 0 0 0 0 0 0 0 0 Tamper 10 10 10 10 10 10 10 10 Observance 8 8 8 8 8 8 8 8 Total 58 78 58 83 58 103 58 103
I know this isn't a super exciting change because we're basically just trying to encourage most players to do what their already doing, but monsters are a major component of the game play in how time is spent, and our reward structure should reflect that so completely avoiding them doesn't seem as attractive and becomes a less common practice.Note On Stealth - It is its own subset of game play and one that doesn't actually hit our perf problems. We would like to eventually get to some "stealth" game play bonuses to offset the Conquest adjustments but we want to do stuff that isn't exclusive from killing monsters or about just about walking through the quest without engaging anything. We're thinking about Assassinate bonuses (not the enhancement per say but just killing a mob from behind before it aggros on you), never triggering dungeon alert or maybe we'll even introduce picking pockets (but I warn you most monsters are full of pocket lint with the occasional rubber ducky, or a ring of power, that thing is sooo cursed). These things won't make it into this pass though as we'd probably want to do a focused pass on stealth and fix a lot of other rough edges while were at it.
As others have already pointed out, this is only a net neutral change if you acquire Conquest. Overall it is a fairly large nerf.
Here's the table in the first post, but let's remove the bonuses that aren't changing since they're unnecessary when looking at the net difference:
Normal Old Normal New Hard Old Hard New Elite Old Elite New Reaper Old Reaper New Conquest 25 45 25 50 25 70 25 70 1st Time 20 0 20 0 45 0 95 0 Bravery/Delving 0 0 50 50 100 100 100 150 Total 45 45 95 100 170 170 220
220
Difference between Old and New when getting Conquest:
This is the net neutral change shown in the first post, but we should also do it for when we don't get Conquest for comparison. Let's condense the above table by grouping the difference of the 1st Time Bonus and Bravery Bonus with the Delving Bonus. So before on Hard there is +20% 1st Time and +50% Bravery and after on Hard there is +50% Delving, for a net difference of -20%. I'll put this as -20 Delving in the Table below, with the appropriate value for each difficulty.
- Normal: +0%
- Hard: +5%
- Elite: +0%
- Reaper: +0%
There's already a loss if you only get Onslaught, a large loss with Aggression, and a very severe loss with no kill bonus.
Normal Hard Elite Reaper Conquest+45 New
-25 Old
-20 Delving
=
+0% Net difference+50 New
-25 Old
-20 Delving
=
+5% Net difference+70 New
-25 Old
-45 Delving
=
+0% Net difference+70 New
-25 Old
-45 Delving
=
+0% Net difference Onslaught+15 New
-15 Old
-20 Delving
=
-20% Net difference+25 New
-15 Old
-20 Delving
=
-10% Net difference+50 New
-15 Old
-45 Delving
=
-10% Net difference+50 New
-15 Old
-45 Delving
=
-10% Net difference Aggression+10 New
-10 Old
-20 Delving
=
-20% Net difference+15 New
-10 Old
-20 Delving
=
-15% Net difference+25 New
-10 Old
-45 Delving
=
-30% Net difference+25 New
-10 Old
-45 Delving
=
-30% Net difference No Kill Bonus+0 New
-0 Old
-20 Delving
=
-20% Net difference+0 New
-0 Old
-20 Delving
=
-20% Net difference+0 New
-0 Old
-45 Delving
=
-45% Net difference+0 New
-0 Old
-45 Delving
=
-45% Net difference
My suggestion for some number changes:
Delving Bonus on Hard: 50%
Delving Bonus on Elite: 125%
Delving Bonus on Reaper: 175%
Conquest (all difficulties): 50%
Onslaught (all difficulties): 35%
Aggression (all difficulties): 20%
This results in the following net differences:
So a very slight buff for Conquest, neutral for Onslaught, small nerf for Aggression, moderate nerf for no kill bonuses. This also keeps the paradigm of bonuses being the same regardless of difficulty, so no extra complexity added.
Normal Hard Elite Reaper Conquest:+5% +5% +5% +5% Onslaught:+0% +0% +0% +0% Aggression:-10% -10% -10% -10% No Kill Bonus:-20% -20% -20% -20%
Some additional thoughts:
The first problem I see is that incentivizing Conquest doesn't necessarily keep total active aggro down:
-The intended effect is that players will want to immediately kill all enemies they aggro, thus keeping aggro down.
-A possible side effect is that players actively seek out as many enemies as possible to kill. Doing this efficiently means things like grouping large numbers of enemies together for killing with AoE, or party members splitting up to clear different parts of dungeons, both of which lead to more simultaneous aggro.
This is why I feel this sort of incentivization should be left to Dungeon Alert.
If a pass is done to make Conquest easier to acquire than it is now, it should be thorough and exhaustive such that nearly all groups will acquire Conquest through normal game play. This seems like a significant amount of balance work rather than just tweaking a few outliers as the first post implies.
I do plan to get on Lamannia and test, but how, if at all, is this intended to affect reaper experience?
Currently RXP benefits from a 200% 1st Time Bonus and does not benefit from Bravery Bonus. Will this stay the same, or will the removal of the 1st Time Bonus also result in the removal of the 200% bonus? If the Delving Bonus is made to affect RXP, many quests that are used to level through Epics will now want to be avoided in order to not greatly reduce RXP when doing them at cap. Maybe instead of RXP benefiting from a 1st Time Bonus or Delving bonus, the formula for calculating base RXP could be modified to compensate?
I have a lot of other desires for the XP system in DDO. It'd be simpler for quests to have a single base experience value instead of different values for c/n/h/e. Instead there could be a fixed difficulty bonus for each difficulty. Then you could remove 1st Time Bonus/Bravery Bonus/Delving Bonus and increase the Daily Bonus to function more like a first time bonus (which would make back to back Epic Reincarnations less painful and would mean you wouldn't have to TR to reset RXP bonuses at cap). And we'd still have the quest Ransack Penalty discouraging running the same quest over and over, especially since you wouldn't be able to dodge the Ransack Penalty like we can now by running R->E->H->N->C for all the different 1st Time Bonuses.
This is a good point. But also more basic. This proposal is going to shift the focus of the game from doing the objectives in a quest, to killing everything. From storytelling and multiple roads to success, to a much greater focus on just wiping out everything.... who cares what we're there for? We need to kill every living (sorry, have to be more inclusive: non- and unliving as well) thing because that's what heroic adventurers do. Wipe them out... all of them.
I agree with 1, 2 only if the optionals don't take an inordinate amount of time, 3, do not know enough on 4.Some very significant changes here with the following likely impacts:
1) Sitting at cap and running daily quests for rxp will be super rewarding as first-time bonuses were a huge part of the equation and now you can litterally get those every time you repeat a quest.
2) Optionals are likely much more rewarding as it frequently involves killing more enemies.
3) Sitting at cap will be a much more viable approach as earning rxp will be both faster and more rewarding than earning past lifes. This is potentially beneficial for casual and newer players that don't like he grind. It's a great catch-up mechanism even if by accident but will further the requests for higher reaper point tiers.
4) Some quests don't have high monster kill tiers such as Haverdasher and even Lords of Dust. Those quests are effectively getting an xp and rxp nerf.
Will delving count towards reaper xp?
I agree with 1, 2 only if the optionals don't take an inordinate amount of time, 3, do not know enough on 4.
Sitting at cap is already feeling like the de facto position. There are a lot of things I want to try, but unless there is a convenient way to bypass the early content, I am just not motivated. And even then (i JUST bought the tiefing bard iconic), its hard to pass up the work I put in to have a good feeling of fun that I am getting between 25 and 30, and really enjoying at 32 where my character feels complete.
Currently all bonuses to xp except tome and bravery bonus apply to rxp. So with this change running a reaper quest will result in the following changes (assuming delving bonus doesn't count towards rxp which is uncertain).Disappointed that this is going to result in less XP for most quests and that it's going to result in far less Reaper XP because the bonuses for conquest/trap disarming/etc. don't increase the RXP earned as far as I have seen.
Not happy with this change.
Nope, leave the reaper as is so the pay to win players on hardcore have to pay more for their ego fed.IF that were part of the proposal, i'd stop complaining. But its not.
EDIT: The change to Reaper XP would still need to be addressed... So I guess I'd stop complaining about normal xp...
Either the devs didn't ask for feedback from the Player's Council, or if it was brought up to the PC, the members need to be reconsidered... effective immediately.How did this XP design proposal ever make it past the Player's Council? Surely the devs would have solicited feedback about something so impactful, and we'd be having a very different, far more constructive and perhaps even supportive discussion right now.
Spoken like someone who struggles to get the 400K rxp reward on hardcore.Nope, leave the reaper as is so the pay to win players on hardcore have to pay more for their ego fed.
Honestly this, give incentives for doing side stuff, but don't penalize players for playing the quests as they usually get run.I think the idea here is good but the implementation is a bit off. Making us get conquest for same xp means quests will take longer and/or give less xp due to not getting conquest. here is my suggestion: keep the bravery (delving) bonus the same as it is now, and kee the conquest bonus as it was presented here. This means on average we will get slightly more xp, which is a good thing. It would incentivize us players killing all the mobs, but it would not penalize us xp-wise compared to now if we did not.