Page 1 of 2

Experience Boosts - Post 20

Posted: Sat Sep 24, 2016 5:07 pm
by Garn Greymoon
Any chance of experience getting a bit of a revamp to make things more manageable? Perhaps boosting it in such a manner where:

There is an expectation where / if you fight monsters. You should be expected to level within a certain time frame, adjust experience given to fit within that time frame. I think a lot of people would appreciate making it a bit less grindy.

Ie. maybe we can looking at something like 10 played hours should at the very minimum net you one level. Thus if you factor in creatures of a similar CL to your own, you would be getting a major boost to fit the allocated time expectancy.

Just a thought, thanks!

Re: Experience Boosts - Post 20

Posted: Sat Sep 24, 2016 7:20 pm
by Eclypticon
I like the way we get XP in the mid levels personally. I am a big fan of mid level game play. I'd like to see ways for people to level up much faster in the very early levels via one time quests.

It is my opinion that we level too slowly in the late levels. I'd like to see a minor boost. There are a lot of changes going on right now and I think we need to take a step back and evaluate things after the dust settles. As to whether anything remotely like this will happen, I can't say.

Re: Experience Boosts - Post 20

Posted: Sat Sep 24, 2016 7:37 pm
by Garn Greymoon
Agreed mid levels seems nice. Besides tweaking xp values the other solution is daily or weekly quests that give you a nice chunk.

To make it believable - could be a craftsman saying he needs more materials ie. Dragon hide.

Would be nice to evaluate this once some of the major stuff the dev team is working on has been pushed out.

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 3:24 am
by V'rass
Faster levels are better levels.

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 3:36 am
by Theodore01
No, please let xp gain during levels 1-20 as it is, the levels come fast enough. :D :!:

Beyond lv. 20 is when it gets awful. :(

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 4:02 am
by Steve
Grinding is not the only path to gaining XP.

But why in such a hurry?

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 4:20 am
by Tsidkenu
A re-evaluation of XP accrual commenced in QC on the 17th of September. Watch this space.

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 4:27 am
by AC81
V'rass wrote:Faster levels are better levels.
Why?

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 4:49 am
by NegInfinity
Garn Greymoon wrote:Agreed mid levels seems nice. Besides tweaking xp values the other solution is daily or weekly quests that give you a nice chunk.

To make it believable - could be a craftsman saying he needs more materials ie. Dragon hide.

Would be nice to evaluate this once some of the major stuff the dev team is working on has been pushed out.
That depends on the race you play. With ECL+1, decent experience (meaning enjoyable gameplay) goes up to maybe level 10, gets worse after that, past level 18 it is downright horrible, past 20 it is atrociously bad, while ECL+1 with multiclassing penalty is a torture, because with ECL+1 and multiclassing penalty 1 xp rounds down to zero and most of the time you'll be getting single digits anywhere you go.

Sigil had standard D&D xp, meaning where you were getting 15 xp on bgtscc, you were gettign 100 on sigil. That, interestingly, resulted in more rolepldaying around sigil's hub, because people could do a dungeon run for 30..60 minutes then go into hub and interact with hub.

Sigil also had interesting idea where RP xp weren't directly added to character but instead went into xp pool which doubled combat xp till the pool runs out. The same pool was used for sigil's rcr. Meaning instead of getting 50% back straightaway, it went into your pool and was used to double combat xp till the pool runs out.

Frankly speaking, current xp system on bgtscc is bad and needs to die.

XP needs a boost in general, artificial reduction of xp past level 20 needs to go, and there needs some source of xp income other than horrible quests. There are a lot of adults on the server, people have jobs and responsibilities and amount of time bgtscc demands is not reasonable.

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 4:53 am
by Passiflora
You guys are getting lazyer years after years! :lol:


IN THE OLL' DAYS.. WE USED TO WALK 10 MILES WITH SNOW OVER OUR WAIST TO GO GET ONE XP! :o

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 4:58 am
by Endelyon
You know, I had a look once back when I was a DM at adjusting the tables to modify the experience curve.

It's a 2da file that with various amounts of experience points from any given level monster at any level range the PC might be, further modified by a multiplier based on how many levels are between you and the monster.

Tweaking the exp table would require is to sit down and look at the CR of every monster you might encounter in a given area, consider the range of levels of the PCs that might fight it (accounting for every build possible--okay, that's not actually feasible, but accounting for the widest range humanly possible), and then ALSO factor in the experience curve based on the average party size.

When you're done with all that, you go back to your table and....start randomly incrementing the values up and down. Then, you go back in game to test if the area feels right with the new balance and HOPE your changes were "just right." If not, you go back to step 1, and you tweak the value just slightly once more. Then you save it, load up your server, test, tweak. Save it, load up your server, test, tweak.

Then when you finally get it all done, and you've achieved the perfect balance for every area range and every combination of players with every combination of items...a year later new spells, feats, vendors, classes, and such are brought in and the balance completely changes once more. :oops:

I suggested then that we shouldn't try to urge the developers to implement any changes ot the exp curves in the game because it was such a huge headache to tweak. It's just too much time, effort, and energy spent for a result that might end up no better (or maybe even worse) than the original vanilla curve that we use.

That being said, something like "RP exp" could be introduced for when you kill monsters for a prolonged period of time.. but it would be pretty silly to get exp on top of exp. There might be other ways we can adjust the leveling over time, but it'd have to be in small ways over a longer course of time.

I personally had an idea for a system that allows you to put placeables on the map that trigger dice rolls vs various Lore skills and award you with a bit of exp and a small blurb of flavor text about the area you're hunting in that you can RP about. Like a Knowledge: Nature check in the woods that identifies the specific types of trees and local fauna, that sort of thing.

Still, anything is a long way off, for now.

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 5:01 am
by NegInfinity
Passiflora wrote:You guys are getting lazyer years after years! :lol:


IN THE OLL' DAYS.. WE USED TO WALK 10 MILES WITH SNOW OVER OUR WAIST TO GO GET ONE XP! :o
It is a game, not a job.

If someone enjoys slow progression, there's death npc in the nexus and dms can delevel them.
Endelyon wrote:You know, I had a look once back when I was a DM at adjusting the tables to modify the experience curve.

It's a 2da file that with various amounts of experience points from any given level monster at any level range the PC might be, further modified by a multiplier based on how many levels are between you and the monster.

Tweaking the exp table would require is to sit down and look at the CR of every monster you might encounter in a given area, consider the range of levels of the PCs that might fight it (accounting for every build possible--okay, that's not actually feasible, but accounting for the widest range humanly possible), and then ALSO factor in the experience curve based on the average party size.

When you're done with all that, you go back to your table and....start randomly incrementing the values up and down. Then, you go back in game to test if the area feels right with the new balance and HOPE your changes were "just right." If not, you go back to step 1, and you tweak the value just slightly once more. Then you save it, load up your server, test, tweak. Save it, load up your server, test, tweak.

Then when you finally get it all done, and you've achieved the perfect balance for every area range and every combination of players with every combination of items...a year later new spells, feats, vendors, classes, and such are brought in and the balance completely changes once more. :oops:

I suggested then that we shouldn't try to urge the developers to implement any changes ot the exp curves in the game because it was such a huge headache to tweak. It's just too much time, effort, and energy spent for a result that might end up no better (or maybe even worse) than the original vanilla curve that we use.

That being said, something like "RP exp" could be introduced for when you kill monsters for a prolonged period of time.. but it would be pretty silly to get exp on top of exp. There might be other ways we can adjust the leveling over time, but it'd have to be in small ways over a longer course of time.

I personally had an idea for a system that allows you to put placeables on the map that trigger dice rolls vs various Lore skills and award you with a bit of exp and a small blurb of flavor text about the area you're hunting in that you can RP about. Like a Knowledge: Nature check in the woods that identifies the specific types of trees and local fauna, that sort of thing.

Still, anything is a long way off, for now.
I believe there was a some sort of xp multiplier in neverwinter 2 toolset, set per module. It was called "xp scale". So instead of doing things the hard way for no reason whatsoever and going through the huge table, you could adjust the multiplier.

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 5:04 am
by Endelyon
NegInfinity wrote:I believe there was a some sort of xp multiplier in neverwinter 2 toolset, set per module. It was called "xp scale". So instead of doing things the hard way for no reason whatsoever and going through the huge table, you could adjust the multiplier.
Which doesn't do what the OP wants at all, but just makes experience faster across the entire game. His suggestion was "post 20," which is exactly the same thing one of the DMs suggested at the time because of the seeming "nerf" to experience that happens at that level range (in fact, he was sure it was purposeful nerf applied by some script).

Turns out, the monster level/character level split just gets bad at those ranges. :P

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 8:08 am
by Tantive
Roleplay experience and events become the primairy way to level past 20 which doesn't drain your sanity from repeated quests and mobs which offer very little. But skillchecks on items like a patch of mushrooms will always be found the same places.

What about these skillcheck items to have a randomised location/spawn when assigned to appear on a reset?

Re: Experience Boosts - Post 20

Posted: Sun Sep 25, 2016 8:22 am
by Mallore
Tantive wrote:Roleplay experience and events become the primairy way to level past 20 which doesn't drain your sanity from repeated quests and mobs which offer very little. But skillchecks on items like a patch of mushrooms will always be found the same places.

What about these skillcheck items to have a randomised location/spawn when assigned to appear on a reset?

Ugh.

I hate when I see dice rolled during rp. Though it sounds like this skill check thing would benefit my rogue well. As well she has about half a dozen skills only ever used in DM events. I do not like this idea regardless.