#Adjust XP Scaling

1 messages · Page 1 of 1 (latest)

dim grail
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Currently, XP rewards only depend on a mob's base value, a party size factor, and a 0 XP limit for mobs 5+ levels lower than the player's level.

This setup makes it more efficient (at some levels) to AFK auto-pull in zones where lower-level moves can be farmed quickly. To discourage this in favor of more active play, the following modifiers could be applied:

  • enemyLvl - playerLvl >= 0 and < 5: Xp + 1 * (lvlDiff * 0.25)
  • enemyLvl - playerLvl < 0 and > -5: Xp - 1 * (lvlDiff * 0.1)

Edit: boss and rare mob base experience should be adjusted relative to their stats compared to a typical mob of their level:

  • boss base xp: 2-4x
  • rare base xp: 1.5-3x
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This rewards players for tackling mobs stronger than them, and penalizes farming weaker mobs. Depending on what is being tracked by the game, the bonus could be nullified if sim players outside the player's party or other NPCs damaged the target (ex: pulling a high-level boss into an NPC camp or sim player gathering area for assists).

If a red NPC or simplayer assists in a kill, the XP reward could be reduced by 75-100%. Alternatively, the XP reward (and loot table rolls) could be weighted by the relative amount of damage done by the party vs other NPCs / non-partied simplayers.

dim grail
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Boss / rare monster XP base values should also be raised to around 2x of their current values to reflect the relative difficulty of dispatching them.

unreal oar
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this made me think of rested xp bonus even tho its not about that

hexed bluff
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Can't help but agree, higher level mobs not giving more XP definitely feels like more of an oversight than a design choice. I don't know if I agree with reducing XP from blues though. The grind is already quite long. If it weren't for afk XP most people are not going to do the grind.

unreal oar
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+1 tho this is good idea

halcyon gazelle
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i actually feel like while this might be an interesting solution; i think that AFK auto-pull in zones is something that players choose to do for a variety of reasons not just because its more 'efficient'

i have not auto-farmed personally, and it doesnt bother me if others chose to do so, but id rather see development time spent on smoothing exp curves, or adding better areas, zones etc to the slower points in levelling that exist in the game currently unless this is intended game design

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that is to say i think that dev time should be spent on things that service all types of players, like brackets in early 20s where there arent many easy options

dim grail
# hexed bluff Can't help but agree, higher level mobs not giving more XP definitely feels like...

Around L8 (fighting molorai militia mobs), I realized I could actually get way more xp/hr AFK-auto-pulling in the bonepits. I was a bit bummed about that, but one has to play to the game's rules unless one wants to mod around them.

I doubt it's intentional that it should be more efficient to grind AFK against weaker mobs than those that are around the same level (as evidenced by the default auto-pull level limits of -4 to 1). At relative level 0 to +1, it's typically not feasible to AFK without scripting. It's also more challenging. More challenging play should be rewarded with better XP rates.

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Also, a level X boss doesn't award that much more exp than a level X trash mob, even though they are far more difficult to take down. The exp reward for a boss should reflect their difficulty (i.e. they should give 2-4x more experience than a typical mob of that level). Rares should be between 1.5-3x. Between respawn timers and the level-scaling formulas recommended in the initial post, this should not only encourage more active play, but reward players who challenge themselves by trying to punch above their weight.

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The goal of this suggestion is to reward players who play actively and/or try to tackle challenges above their current level. Given the following two options:
A) actively fight mobs with a level difference of 0 to +1
B) AFK auto-pull mobs with a level difference of -4 to -1

Option B shouldn't be more efficient. It should still be a viable option (leeching is an option in true MMOs, after all), but that playstyle shouldn't be rewarded over active play.

halcyon gazelle
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you could always just delete the auto pull button

dim grail
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Currently, killing an orange mob gives just as much experience as it would if it were white or blue. If it's a more challenging fight, it should be more rewarding

halcyon gazelle
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i play a paladin so i dont have the option to auto pull really, im just trying to understand why people want to do it and what are the options to fix it, not against your ideas just thinking that maybe the time could be better spent in other areas

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i do agree killing bosses should reward more exp for the time it takes, but does that then incentivise players into comps that are just good for bossing ?

dim grail
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I main as a duelist, but my party is a paladin, druid, and duelist

halcyon gazelle
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everyone who talks about auto pulling all the time alwasy also seems to be playing a duelist, is it a problem with a boring playstyle for duelists?

dim grail
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Again, auto-pulling can be done AFK, so it is entirely independent of the player's class.

halcyon gazelle
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the only time ive thought about afk'ing is when ive been too high for where i am at currently, but too low for where i want to be and there is a gap in my otherwise ordinary gameplay loop

dim grail
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This is also usually possible in MMOs / ARPGs via leeching, but it should be possible to level faster by taking on more challenging fights. Thus, the Xp reward scaling suggestions above

dim grail
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They're much harder. The reward should reflect that

halcyon gazelle
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i dont disagree with you im just wondering if there is an underlying problem of why people feel it necessary to want to just afk instead of actively play and that the game could be improved in other areas than just simply adjusting the xp

dim grail
halcyon gazelle
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i also worry you have situations like arcanist which, i dont play personally, but heard of doing content much higher than what i think they should be capable of

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like you've got people going duelist because its an easier comp to bot with, but then would it push them towards using arcanist to farm currency

dim grail
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It's not typically possible to AFK mobs that are a higher level than the party. This requires active play. Even with active play, killing an orange mob doesn't give much more experience than killing a white mob. That should change. By doing so, players who take on harder challenges get rewarded

halcyon gazelle
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isnt the reward completing the harder content and getting access to gear you wouldnt otherwise be able to?

dim grail
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There's no reason not to increase XP rewards for higher-level mobs. Do you disagree with that specific point?

halcyon gazelle
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maybe its better the exp values stay where they are and however creatively you get to your desired result is up to you

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what was the original intention of the auto pull button, was it so you could AFK or was it to take tedium off the player who wasnt playing a tank role, and has it served a function that wasnt really intended?

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are players getting to certain stages of the game and going 'this is frustrating im just gonna afk out for a few', maybe that is what can be addressed here

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i just want to be clear i dont have an issue with changing the xp scaling but i just feel like there is a hidden reason why people feel like they need to do it, and im worried the behaviour will just continue in another way if the results are changed like you suggest

dim grail
# halcyon gazelle are players getting to certain stages of the game and going 'this is frustrating...

I started looking for alternatives around L8 after I noticed I was getting ~1.5% progress to the next level fighting molorai militia, even though they were orange mobs. It was taking me 45-90 seconds of active play to down each one. Then I went to the bonepits, turned on auto pull, and realized I was making far more experience without even needing to participate. As fun as it is to find that sort of loophole, I wish the xp/hr from actively fighting the harder mobs beat that.

halcyon gazelle
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i do think the developer wants his players actively playing the game, and if the only reason why players are doing the afk farms is because its just an easier way to level, then maybe adjusting the exp values is the right move

dim grail
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That's exactly my point

halcyon gazelle
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i think people will still afk tho

dim grail
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It's fine if people want to leech/afk. It's a single-player game. But that shouldn't be one of the most efficient ways to play

halcyon gazelle
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thanks for the conversation about it by the way, appreciate it

dim grail
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Thanks for the alternative viewpoint. I hope the developer finds it illuminating!

vast wadi
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I agree with the original post, I think some of it is kind of an EverQuest carryover thing because you generally would try to fight somewhat weaker mobs for faster and more efficient XP but it does feel like stronger mobs just aren't worth the effort. In EverQuest it felt like if you had a good enough party to tackle harder mobs the, the opportunity cost of fighting stronger mobs would ultimately be worth the additional XP you get.

But I'm also not super high level in Erenhore, I'm like level 12 or something cuz I keep messing with mods and alts and stuff. So I don't know if maybe the smooths out a little later on