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Old 07-30-2004, 01:04 PM   #1 (permalink)
ganthornx
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DAOC exp changes...

General Leveling Changes:

Now that Camelot is nearly three years old, it is becoming harder and harder for low-level players to find groups, which results in long leveling times and frustration. It’s also a challenge for those players to enjoy the low-level game as much as they could. As such, we will implement some changes that will help all players level faster, no matter what server they play on.

- We are implementing a system where all characters will now be granted a free level every seven days, assuming the character has attained a level by standard methods in that time. In other words, if you play regularly and attain at least one level in a seven day period, you'll be given a free one, as well as some coin. This means that even a very casual player can gain levels fast enough to get to the mid and high levels quickly.

-We will significantly increase the Camp Bonus so you'll be given far more experience for fighting monsters that aren't being camped by other players. The camp bonus will still deteriorate over time, so you'll have to find other monsters to fight once you have fully "camped out" the area.

Underpopulated Realm Leveling Changes:

We will increase the frequency of the "free" level (see "General Leveling Changes", above) to as much as two days - down from seven - depending on the amount that the Realm is underpopulated.

- Additional Camp Bonuses for these underpopulated Realms, meaning more experience per monster kill.


thoughts?
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Old 07-30-2004, 01:06 PM   #2 (permalink)
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I wonder when they'll realize that these things aren't the problem with the game.
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Old 07-30-2004, 01:10 PM   #3 (permalink)
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Even with fresh level 50's, they're going to get summarily raped by anyone the minute they step foot in a frontier. lol, typical fix for a problem that isn't even the cause of the trouble.
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Old 07-30-2004, 01:36 PM   #4 (permalink)
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I know PvE is not the main part of DAoC, but leveling characters while people do not play them will force some players to skip some content, which is pretty dumb... unless they consider their PvE content is just a useless chore....
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Old 07-30-2004, 01:55 PM   #5 (permalink)
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I think this is a horrible idea personally. Worst implementation ive ever seen in a MMO.
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Old 07-30-2004, 02:17 PM   #6 (permalink)
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1. Doesn't fix any DAoC problem.
2. Stupid idea.
3. Very stupid to implement a reason not to use content.
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Old 07-30-2004, 02:32 PM   #7 (permalink)
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PvE content in DAoC was always rather blah. The game is old and at this stage I think Mythic just wants to push people towards the RvR end-game. EQ has done essentially the same -- it is far FAR easier to get to max level than it was pre-PoP or Luclin.

I agree that I don't think it'll fix the imbalance. They are attempting to lure people into trying the other realms. It always seems that everyone plays Albion...and I think it's because they want to play Albion. Making these changes won't change what players want to play.

Probably the best solution is to give those realms that are defficient in numbers superior fire power. I had the idea, which I thought would be rather cool, is add high-level monster NPCs randomly lay siege to keeps that belong to the top realm. Give a window of oppurtunity to the less powerful realms. I'm sure other ideas can be thought of that would be more effective than just handing out levels like candy.
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Old 07-30-2004, 03:21 PM   #8 (permalink)
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I think the easiest method to balance the DAoC realms is really by having population change how damage is inflicted.

Damage Formula during PvP (PvE is unchanged)

TRP = Target Realm Population
SRP = Self Realm Population
Mod = If TRP/SRP < 1 Then Mod = 1 Else Mod = 2

Modified Damage = Original Damage * (1+((TRP/SRP-1)/Mod))

Example:
Albion Population 2000
Hibernia Population 1000

Albion character nukes Hibernian character for 100
Actual damage = 50

Hibernian character nukes Albion character for 100
Actual damage = 150

All hypothetical numbers but I believe this is the only method of balancing sides (You can easily slightly modify 'Mod' and make the differences smaller or larger). Leveling up people faster doesn't give any reason to dislike Albion nor like a different realm any more. You have to simply make people more/less powerful in comparison. The only other method which is dreadful to certain people is the true population caps.

I can't imagine exactly how any of this could possibly explained in lore. "The Gods only have so much power to grant to their followers, therefore it gets dispersed evenly among them resulting in......"
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Old 07-30-2004, 04:37 PM   #9 (permalink)
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Old 07-30-2004, 04:52 PM   #10 (permalink)
Bazael
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Quote:
Originally posted by Elgonn
I think the easiest method to balance the DAoC realms is really by having population change how damage is inflicted.

Damage Formula during PvP (PvE is unchanged)

TRP = Target Realm Population
SRP = Self Realm Population
Mod = If TRP/SRP < 1 Then Mod = 1 Else Mod = 2

Modified Damage = Original Damage * (1+((TRP/SRP-1)/Mod))

Example:
Albion Population 2000
Hibernia Population 1000

Albion character nukes Hibernian character for 100
Actual damage = 50

Hibernian character nukes Albion character for 100
Actual damage = 150

All hypothetical numbers but I believe this is the only method of balancing sides (You can easily slightly modify 'Mod' and make the differences smaller or larger). Leveling up people faster doesn't give any reason to dislike Albion nor like a different realm any more. You have to simply make people more/less powerful in comparison. The only other method which is dreadful to certain people is the true population caps.

I can't imagine exactly how any of this could possibly explained in lore. "The Gods only have so much power to grant to their followers, therefore it gets dispersed evenly among them resulting in......"

And when 2 Hibs walk up on 2 albs, they completely fucking decimate the 2 albs before the albs even know whats going on.


Think your shit through. This would make small scale warfare so lopsided its not funny.
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Old 07-30-2004, 06:04 PM   #11 (permalink)
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Quote:
Originally posted by Bazael
Think your shit through. This would make small scale warfare so lopsided its not funny.
That's the point. Wouldn't you want to play the underdog now? Or specifically not play on the high populated side?
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Old 07-30-2004, 08:12 PM   #12 (permalink)
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This a great idea. Leveling in DAOC isn't really all that bad, I got a cleric to 50 in Guinevere in about 3 weeks. Even so, XPing isn't what the game is about, and it's damn hard in underpopulated realms, because there's no one group with.

The only thing I don't like about these bonus levels is that I have a level 39 shaman I keep artificially low just so I can tear it up in Molvik, which is the best battleground and PvP in the game if you ask me. In another week though, I'll be bumped to 40, and have to go to that gay ass waterworld, Leirvik.
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Old 07-30-2004, 08:25 PM   #13 (permalink)
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Quote:
Originally posted by Awanka
In another week though, I'll be bumped to 40, and have to go to that gay ass waterworld, Leirvik.
I was under the impression you had to willingly talk to your trainer and be granted a bonus level. Which is correct?
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Old 07-31-2004, 09:16 AM   #14 (permalink)
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Did they ever change pbae in daoc? If not the underdog would be unstoppable in every single situation with that damage code.

This sounds like a lazy way of implementing a rest system also, but instead of putting in the code to accrue rest xp they just give you an extra level once a week if you gain one naturally.
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Old 07-31-2004, 10:57 AM   #15 (permalink)
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Kody, I haven't played in a while, but it changed a bit since say the Andred days for example , with two more expansions coming out. Melee took over in gankgroups as opposed to PBAE. It was still pretty damn good in sieges and gank groups, but a group with the new fast SI melee chars was probably the preffered gank group setup post-ToA when resists and other stats got cranked up to the max.
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