December 04, 2013, 19:51:26 |
Quote (krowakot @ 04 December 2013 18:59)
Quote (3xited @ 04 December 2013 16:00)
A character will gain 100% XP if he fights a monster with a level difference of 10 maximum. It will then lower progressively to offer an acceptable range of monsters to fight.
This extreme is reached when the monster has 70 levels more than the player. Passed this level, the player will not gain any XP.
It makes sense in groups, so people won't get XP be "leeching" too fast. But can you give me 1 logical reason, why would I get less (or even 0) exp for harder fights as solo
Atm, I get 1 XP for soloing fights, that aren't even that hard. This makes 0 sense to me and I thought, you will change it with this update. But no, this senseless formula still goes through.
@edit I just want to add, that I'm not mad or anything and I know, it's too late for any changes. But I'm just really, really curious. 3xited, Troyle, Sabi or whoever. Can you ask the author of this idea, what was his reasoning behind this?
Because your current explanation is like "Players will get no xp from hard fight, because I said so and deal with it
". Just tell me what's the point of this, please.
If I am reading the revamp correctly, the revamp actually helps address this issue. Take a level 60 character killing a group of 6 polters (level 50 each, level 300 in total). The current system compares the total group level of the groups in battle (60 versus 300) and applies penalties based on that. Specifically, if the enemy group level is greater than 2.05 * character group level + 70, the characters receive 0 exp, which is clearly the case in this situation (300 > 2.05*60 + 70). The big problem with the current system is its emphasis on total group level, which is clearly flawed when considering the difficulty of two level 150 enemies versus six level 50 enemies.
In the new system, total group levels no longer matter. Exp modifiers are now based on individual player level, average enemy level, and number of combatants on both sides. In this case, the player's level (60) in within 10 levels of the average enemy level (50) and thus doesn't get any exp penalty for that. The player is outnumbered by five, so the exp given by those five enemies is reduced by 50%. This results in getting 3.5x the normal exp for a polter for completing the fight rather than 0x in the current system..
Players getting an exp penalty for fighting an enemy group with far higher enemy average level exists to counter power leveling. Remember that this is based on individual level and not group level, so if a level 60 and level 130 fight a group of two level 130 enemies, the level 60 appropriately gets 0 exp and the level 130 gets normal exp, as the level 60 would not be able to significantly contribute in this fight. This is not the case in the current exp system, which only considers the total group level (130 + 60 versus 130 + 130), allowing for power leveling. This really shouldn't affect solo players anyways as it is extremely inefficient to solo things far higher level than them.