Kill XP too high for mobs that are too weak

Zenji

Active member
I understand that the server will focus on mechanics from that era.

But what you're suggesting is that without a punishing time commitment to level, it's not the game players want.

I'm stating a concern that again they've wasted dev hours on a concept that's flawed. Because it's not 2006, the game isn't pulling in new players and won't, what other established MMO with a grindfest mentality is?

Youve got to be able to consider what the server looks like in 2 months, 6 months.
What I am suggesting is for a 2006 classic server to be as similar as it was to that era.

You don't speak for "the players".
It's just not what you want.

The concept is not flawed, it is widely popular across several genres including MMOs.
 
What I am suggesting is for a 2006 classic server to be as similar as it was to that era.

You don't speak for "the players".
It's just not what you want.

The concept is not flawed, it is widely popular across several genres including MMOs.
"Classic server" from 2006 does not exist.

What did exist, was the the KOS patch. With AAs, XP pots, kitted out alts, etc.
And different XP values for leveling.

So, unless you want the "classic" experience with KOS numbers, you need to understand that the leveling in 2006 was done by - again - kitted out alts, with AAs and sometimes with XP pots.
Thing is, I'm sure you understand that, just for some reason you prefer this to be a miserable experience that 3 people are pushing their agenda for.

And you see, you don't speak for "the players" either. It's not about what you want either.
XP at the start of bets was perfectly fine, and unless they do something, the current XP values will hurt the server. And I'm not talking people will start dropping out in DOF either, a LOT of people will peace out before they hit 25.
 

Zenji

Active member
"Classic server" from 2006 does not exist.
a vanilla server from 2006 does not, you are 100% correct
They are attempting to give us a 2006 server, with DoF and KoS content not available yet. This has been a clear design goal from the start.
And you see, you don't speak for "the players" either. It's not about what you want either.
We agree here. I have never implied my opinion represents the community as a whole.
XP at the start of bets was perfectly fine,
Unless your goal was to have XP rates from 2006. Which this server is.
the current XP values will hurt the server
Now who is speaking for "the players" ?
 
Is it fun? Does it bring in and retain new players? Please keep these questions in mind.

Varsoon leveling 1-50 on launch day took me ~11 hours and 40mins (We'll say 12 for easy math.). We ran 250% xp pots the entire time and I think I popped two vitality pots myself. Our 6th member went LD around level 27 or 28, and we finished the rest as a 5 man team. We were within the first dozen to 50. The group that had a 50 before us was a full 6man, and they beat us by minutes or seconds. So we can eliminate an argument around how a 6th player would have decreased the time some noticeable amount.

If you take away the exp pots that extends the time out to ~30hours for a "sweaty" player assuming no changes between Varsoon and Origins. However, we could already tell at Origins beta launch that exp was lower than varsoon; It seems to me it was potentially both kill exp and quest exp. We know mob exp was reduced on May 16th (https://forums.everquest2.com/index.php?threads/beta-updates-5-16-2024.1934/), and at the same time the amount of exp required per level was increased. We were not provided values on the exp change and I haven't done the work yet myself to try and calculate, so for the sake of simplicity for right now I'll assume the exp values are the same and jonly the amount needed to level changed.

This means the 30hours of sweat to 50 without potions is now 30 hours to level ~39. You still need to roughly double the total exp you have at level 39 to get to 50 by my quick math efforts. Assuming you keep your exp rate roughly the same then you're looking at 60 hours to level 50; but we know the exp rates were reduced on May 16th, so we know it'll be greater than 60 hours.

If an unvetted claim on the discord is to be believed the difference between low level exp/per kill (and quest) is roughly 10% of what it was on Varsoon. Are we looking at 600 hours of sweaty play time to get to level 50?
I think a lot folks who want classic want meaningful gear progression within a tier (Hand crafted > Master crafted >Legendary; Like you can see on beta). I don't think a lot people who want a classic experience want a leveling experience that could be hundreds of hours long.

Is this fun? Does it bring in and retain new players?
I want to meet to people in my adventures and make new friends, no offense to the old ones. That'll happen on Origins, at least briefly, as it is now, but how many of those people will I see again in my adventures? I've played the the game a long time. I've made life long friends playing the game, folks who have "hopped across the pond" to stay with me in the states at multiple times in my life. I want to re-experience parts of the social aspects of the MMORPG realm, and at this point in EQ2's life, that means finding and retaining new blood.

Data Values for Varsoon referenced from the Wiki; Values for Origins gathered by surveying the populace at every level on May 19th, 2024.
LevelVarsoon Experience per levelVarsoon Cumulative ExperienceOrigins (5/19/24)Origins Total (5/19/24)
2600600600600
38001,40010001,600
41,0002,40010002,600
51,4003,80015504,150
61,8005,60021006,250
72,2007,80032009,450
82,60010,400320012,650
93,00013,400375016,400
103,40016,800430020,700
113,80020,600500025,700
124,20024,800570031,400
134,60029,400640037,800
145,00034,400710044,900
155,50039,900780052,700
166,00045,900850061,200
176,50052,4009,20070,400
187,00059,4009,90080,300
197,50066,9001060090,900
208,00074,90011300102,200
218,50083,40012900115,100
229,00092,40014500129,600
239,500101,900
2410,000111,900
2510,500122,400
2611,000133,400
2711,750145,150
2812,500157,650
2913,250170,900
3014,000184,900
3114,750199,650
3215,500215,150
3316,250231,400
3417,000248,400
3517,750266,150
3618,500284,650
3719,250303,900
3820,000323,900
3920,750344,650
4021,500366,150
4122,250388,400
4223,000411,400
4324,000435,400
4425,000460,400
4526,000486,400
4627,000513,400
4728,000541,400
4829,250570,650
4930,500601,150
5032,000633,150
5133,750666,900
5235,750702,650
5338,000740,650
5440,500780,900
5542,500823,400
5645,500868,900
5748,500917,400
5851,500968,900
5954,5001,023,400
6057,5001,080,900


1716147218390.png
1716149327189.png
 

Ceciliantas

Member
Is it fun? Does it bring in and retain new players? Please keep these questions in mind.

Varsoon leveling 1-50 on launch day took me ~11 hours and 40mins (We'll say 12 for easy math.). We ran 250% xp pots the entire time and I think I popped two vitality pots myself. Our 6th member went LD around level 27 or 28, and we finished the rest as a 5 man team. We were within the first dozen to 50. The group that had a 50 before us was a full 6man, and they beat us by minutes or seconds. So we can eliminate an argument around how a 6th player would have decreased the time some noticeable amount.

If you take away the exp pots that extends the time out to ~30hours for a "sweaty" player assuming no changes between Varsoon and Origins. However, we could already tell at Origins beta launch that exp was lower than varsoon; It seems to me it was potentially both kill exp and quest exp. We know mob exp was reduced on May 16th (https://forums.everquest2.com/index.php?threads/beta-updates-5-16-2024.1934/), and at the same time the amount of exp required per level was increased. We were not provided values on the exp change and I haven't done the work yet myself to try and calculate, so for the sake of simplicity for right now I'll assume the exp values are the same and jonly the amount needed to level changed.

This means the 30hours of sweat to 50 without potions is now 30 hours to level ~39. You still need to roughly double the total exp you have at level 39 to get to 50 by my quick math efforts. Assuming you keep your exp rate roughly the same then you're looking at 60 hours to level 50; but we know the exp rates were reduced on May 16th, so we know it'll be greater than 60 hours.

If an unvetted claim on the discord is to be believed the difference between low level exp/per kill (and quest) is roughly 10% of what it was on Varsoon. Are we looking at 600 hours of sweaty play time to get to level 50?
I think a lot folks who want classic want meaningful gear progression within a tier (Hand crafted > Master crafted >Legendary; Like you can see on beta). I don't think a lot people who want a classic experience want a leveling experience that could be hundreds of hours long.

Is this fun? Does it bring in and retain new players?
I want to meet to people in my adventures and make new friends, no offense to the old ones. That'll happen on Origins, at least briefly, as it is now, but how many of those people will I see again in my adventures? I've played the the game a long time. I've made life long friends playing the game, folks who have "hopped across the pond" to stay with me in the states at multiple times in my life. I want to re-experience parts of the social aspects of the MMORPG realm, and at this point in EQ2's life, that means finding and retaining new blood.

Data Values for Varsoon referenced from the Wiki; Values for Origins gathered by surveying the populace at every level on May 19th, 2024.
LevelVarsoon Experience per levelVarsoon Cumulative ExperienceOrigins (5/19/24)Origins Total (5/19/24)
2600600600600
38001,40010001,600
41,0002,40010002,600
51,4003,80015504,150
61,8005,60021006,250
72,2007,80032009,450
82,60010,400320012,650
93,00013,400375016,400
103,40016,800430020,700
113,80020,600500025,700
124,20024,800570031,400
134,60029,400640037,800
145,00034,400710044,900
155,50039,900780052,700
166,00045,900850061,200
176,50052,4009,20070,400
187,00059,4009,90080,300
197,50066,9001060090,900
208,00074,90011300102,200
218,50083,40012900115,100
229,00092,40014500129,600
239,500101,900
2410,000111,900
2510,500122,400
2611,000133,400
2711,750145,150
2812,500157,650
2913,250170,900
3014,000184,900
3114,750199,650
3215,500215,150
3316,250231,400
3417,000248,400
3517,750266,150
3618,500284,650
3719,250303,900
3820,000323,900
3920,750344,650
4021,500366,150
4122,250388,400
4223,000411,400
4324,000435,400
4425,000460,400
4526,000486,400
4627,000513,400
4728,000541,400
4829,250570,650
4930,500601,150
5032,000633,150
5133,750666,900
5235,750702,650
5338,000740,650
5440,500780,900
5542,500823,400
5645,500868,900
5748,500917,400
5851,500968,900
5954,5001,023,400
6057,5001,080,900


View attachment 989
View attachment 990
Looks fun to me. :cool:
 

I think we're looking at about 1.5 - 2 months of gaming EVERY evening for 2.5-3 hours for people to get to 50, at the current values.
A lot of people will consider that a chore and running around CT for the 10th day in a row is going to wear on anyone.

Whatever good will was gained by this server and the old loot and itemization, will be lost by the the current slog in leveling.

Remember, this is just the difference in the XP required to level. It doesn't take into account the nerfed XP gains from mobs, no discovery XP or basically non-existent quest XP.

Doing Jboots, for example, was a fantastic experience in vanilla. You got a LOT of disco XP, a good chunk of quest XP and a great item.
Here, Jboots will just be a 7-zone run for an item.
 
Last edited:

karafa13

Member
There was no point in EQ2's timeline where casual gaming or solo play did not yield a benefit. It's a shame that so many people in here remember incorrectly, or are diluted from the repetitive dungeon grind experience of previous TLE's that they think EQ2 is some race to level the fastest.

Currently at level 19, a non heroic white con same level mob is yielding 0.1% exp with the 15% exp potion active. This would take someone soloing over 1000 mobs to level just grinding, a completely ridiculous number. Quest exp is also terribly low, about 1.25-3% per quest turn in, which includes travel time, fighting different mobs, and are a finite resource.

MMO's are always designed with solo play in mind in play. You were very very capable of soloing the entire way in EQ2 if you wanted to in 2004, and 2006. Was it slower? Yes. Was it difficult? Yes. But it was doable. This forced dungeon grind meta takes away from what the game was, a world of options with a large amount of lower level content. Players are able to solo the entire way and it is preferred by most classes in EQ1 and WoW classic as well.

Dungeon grinding should always be the most efficient and fastest way to level, and I think those numbers are very close to being in a good spot. But even if you have a set group to play with on launch, exp potions, strong or optimal setup you're looking at likely over 70 hours still to get there.

There are many different issues with exp to look at here but the most pressing should be solo and quest exp. It would take you over 100 hours soloing and quest to level from 12-22 (with the EXP potion) in its current state. The server is also missing hundreds of older quests, there are tens upon tens of quests that are broken that we know of this early into beta. Multiple lower level instances don't spawn or don't work. Tons of mobs are missing, or in a conga line with 20 other mobs. The solo or casual experience is completely non-existent outside of the forced dungeon meta.

Origins is what a lot of us have been asking for for a long time, we should be reporting issues and advocating for things that will make the new/returning player experience better and provide longevity on the server. Otherwise this will end up a repeat of previous TLE's where it's the same 300 sickos (myself included) playing it until it dies a few expansions in. Fix the experience rates so the new and returning players don't quit by level 10 because they are either forced to be in groups or forced to slog through solo content that is 70% missing or broken for meaningless exp.
 

Ramblon

Member
Which is why Maergoth and others are advocating for increased quest experience compared to how it currently is on Beta right now.

It's funny how it's the same 8 people on these forums claiming to know how everyone prefers to play a game.
 

Ceciliantas

Member
Which is why Maergoth and others are advocating for increased quest experience compared to how it currently is on Beta right now.

It's funny how it's the same 8 people on these forums claiming to know how everyone prefers to play a game.
You find those types of people in every game! :)
 

Happypanties

New member
Which is why Maergoth and others are advocating for increased quest experience compared to how it currently is on Beta right now.

It's funny how it's the same 8 people on these forums claiming to know how everyone prefers to play a game.
The majority in this thread want a little bit better experience and quest xp boost. Maergoth and friends or other accounts of his are the only ones who want to keep kill xp or decrease it. Who knows what he wants at this point. Only thing we agree on is quest xp boost.
 

Zenji

Active member
If an unvetted claim on the discord is to be believed the difference between low level exp/per kill (and quest) is roughly 10% of what it was on Varsoon. Are we looking at 600 hours of sweaty play time to get to level 50?
Nope not even close to accurate. Whomever came up with that 10% either doesn't understand how things work or just made stuff up.

Just from the flat XP giving by yellow mobs at level 20, if the amount of XP given never increased with levels (and it will) it wouldnt take anywhere near 600 hours.
 

Maergoth

Active member
The majority in this thread want a little bit better experience and quest xp boost. Maergoth and friends or other accounts of his are the only ones who want to keep kill xp or decrease it. Who knows what he wants at this point. Only thing we agree on is quest xp boost.

The same thing I've wanted from the start: 2006 exp values per kill, both solo and grouped. 2-3x Quest EXP because not only isn't it as it was in 2006, but there's no disco exp. 2006 spawn rates.

You could know what I want, if you actually cared to know. It's been consistent from the start.

The caveat is that IF xp splits don't work properly, you can't crank up solo kill EXP without cranking up group EXP, because they are the same thing. With XP split working properly, this is not the case, and killing solo mobs as a group would have diminished returns.

So given the choice between accurate GROUP kill exp and accurate SOLO kill exp, I'd prefer accurate GROUP kill exp. Especially on a server with an increased focus on group gameplay, and the option to crank up quests for solo players. That is an opinion, but what isn't an opinion is that we should not be targeting faster than 2006 exp on a server pitched as "as close to 2006 as possible"
 
Nope not even close to accurate. Whomever came up with that 10% either doesn't understand how things work or just made stuff up.

Just from the flat XP giving by yellow mobs at level 20, if the amount of XP given never increased with levels (and it will) it wouldnt take anywhere near 600 hours.
While I know the exp per mob should increase some as we level, I have also seen an idea of the difference in required exp, and I'm not certain if the increase in mob exp will increase more than the required. Even something like 120 hours might push me away personally, because that's just the initial grind and not all the other things I feel like I need to do to be "standard raid ready".
Got any numbers you can share at some point to give me some extra data to play with? Because I'll sample & collect some stuff between Varsoon/Live and Beta some this week, but it'll be mostly lower level stuff and then being forced to extrapolate for the sake of my time.

I'm basically using beta to determine if I play this one or find something else to do with my time. If it's not for me that's fine, but I do want to see the game be successful and draw in new people. I'll stand by "Is it fun?" Because I think that's best for everyone over all, but I won't claim to be an expert on fun either.

The same thing I've wanted from the start: 2006 exp values per kill, both solo and grouped. 2-3x Quest EXP because not only isn't it as it was in 2006, but there's no disco exp. 2006 spawn rates.

You could know what I want, if you actually cared to know. It's been consistent from the start.

The caveat is that IF xp splits don't work properly, you can't crank up solo kill EXP without cranking up group EXP, because they are the same thing. With XP split working properly, this is not the case, and killing solo mobs as a group would have diminished returns.

So given the choice between accurate GROUP kill exp and accurate SOLO kill exp, I'd prefer accurate GROUP kill exp. Especially on a server with an increased focus on group gameplay, and the option to crank up quests for solo players. That is an opinion, but what isn't an opinion is that we should not be targeting faster than 2006 exp on a server pitched as "as close to 2006 as possible"
No who you initially responded to, but jumping in a little. I think you're on the nose with the XP split issue, but I'm not certain if it's something we will see get fixed/changed. I also don't think you're necessarily wrong with your preference between group/solo play speeds and which gets fixed/prioritized (first). I do think that there is room for opinions on what can be "as close to 2006 as possible" in regards to targeting key aspects of design while being balanced to be more respectful of a player's time. Which do we think draws and retains a population longer? What's best for bringing in new folks and getting them to try the game, is it "as close to 2006 as possible" or do we convince the developers to use some of that wiggle room so we can see and retain some new faces?
 
Top