PLEASE

Discussion in 'General Discussion' started by HogwinHD, Oct 1, 2018.

  1. HogwinHD

    HogwinHD Avatar

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    Please restore the original EXP Value for the Rise mages and all other affected Creatures..

    With the attenuation cap, there is literally no need to keep nerfing things.

    I completely understand that you guys have a lot of work to do and bug fixes etc, but at what point is enough enough?


    you made 2x exp the normal rate, but then proceed to reduce The exp output for some creatures... Why?

    It honestly feels like a cop out and makes the Attenuation cap meaningless.

    What does it matter how quickly a person Reaches said cap?

    they attenuate and then spend the waiting time appreciating other features the game has to offer, i.e : Agriculture,fishing, socialising etc

    you are slowly but surely killing peoples interest in logging in and eventually will kill the game completely.
    please think before implementing things like this.

    P.s Im not arguing against the fact you made some creatures harder with increased hp etc, just the fact you made them harder and reduced exp output.. it doesnt make sense.
     
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  2. Thwip

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    Yes, well said, especially this quoted part.

    I and others had super fun in R57 attenuating and doing exactly this. I actually took up Agriculture in the downtime, and grew a bunch of stuff. I got a some rooms decoed and redecoed that had been sitting ignored forever. To do that I spent about 60K on player vendors, which has to be good for everyone.

    What you said is spot on. It was very good the way it was.
     
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  3. Floors

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    Everyone gets double XP ! Yay !!!

    ---Next Release---

    Reduced XP

    :confused::p
     
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  4. Scanphor

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    Signed. I really don't understand what they are thinking. It's like they want everyone sitting in UT .... Makes no sense to me.
     
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  5. Scanphor

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    This. And there's not many of us left.
     
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  6. Lady Kathleen

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    Honestly.. I am not a Math major or anything.. But..

    Double XP + 1/2 Xp from Mobs = No Change

    So why the change at all?

    Honestly in the last patch on Offline I have noticed it was Double XP + 1/2 Xp from Mobs + 2 x damage from mobs + 1/2 damage output.

    At level 88 in tier 4 zone (sieges) 1/2 the engineers had just turned green then I gained a level and the patch happened and at level 89 all engineers are Yellow and as stated above 2 x damage from mobs + 1/2 damage output.
     
  7. kaeshiva

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    They've done same thing with producer.
    Or did they think we wouldn't noticed that all skinning XP has reverted to pre-double rates?
     
  8. HogwinHD

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    maybe its a bug and im hoping thats what it is......
     
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  9. Gorthyn

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    Apart from the actual detail of the change/nerf what is perhaps more worrying is that is evidence of muddled thinking and no clear direction for the game.

    My faith in the eventual success of SOTA is starting to wane somewhat which I really don't want it to do.
     
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  10. Dark Tidings

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    My only issue is they still miss the risk vrs reward objectives..

    Rise has more risk and less reward (xp).

    Ut is a easy cheesy basically no content no risk and has the maximum reward (xp).

    Seriously rethink your control point as content strategy, and make better dungeons. Control points are dumb.
     
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  11. Lady Kathleen

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    I noticed this as well.
     
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  12. kaeshiva

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    EDIT: SORRY, didn't mean to derail this post, we've moved this ongoing discussion to the bug forums about the ores.

    ---



    8 minutes in I already encounter a problem. I've done a single pass through the mine (Spectral) and gotten all the nodes and nothing has respawned. All the monsters have respawned, but zero ores have respawned as yet. Under previous circumstance returning to the beginning of the mine had ores to mine but there is simply nothing at all. I'll continue to stand here and wait for them but its looking pretty bleak.


    UPDATE:
    I hit 19 nodes for a total of 30 iron and 47 granite.
    I have now killed off 2 additional waves of skeletons - still no ore respawns.
    Have hit the 15 minute mark. So 7 minutes without an ore pop.

    UPDATE: Something strange.
    At right around the 15 min mark from zoning in all the ores in my vicinity spontaenously popped into existence, all at once, I watched them do it. This is definitely new behavior,

    UPDATE: 21 minutes in
    20 nodes whacked that time, and now its all sitting empty. Mobs continue to respawn and be killed.
    65 iron, 98 granite.
    Now standing here waiting again.
    @ 25 minutes - still not a single ore has spawned, mobs continue to spawn regularly and be killed.

    @29 minutes, nodes spawned near me again near the end of the circuit. Yep, looks like full instapop of the mine again.

    Seems we can conclude respawns no longer trickle in but trigger at set intervals.

    At 36 minutes now.
    Gotten all the ores again.
    And now its empty again, nothing at all respawning.
    Definitely seeing a pattern here!
    Fuller spawn that time, 26 nodes whacked, but still noticing a couple "spots" that I know ores should spawn that have not spawned at all, yet. Probably random.
    106 ores, 152 granite.

    Still nothing new spawned.
    Approaching 40 minutes mark

    @43 minutes - RESPAWN! *fetches*

    Ok got all those. Only 18 nodes whacked that time.

    @ 49 minutes elapsed - 131 iron, 193 granite.
    Oh wait, missed one. So 19 that round. Sorry.


    Interesting. @ 52 minutes, looks like we got another re-fill.

    Ran out of ores again at 58 minutes.

    Stand by for final tally
     
    Last edited: Oct 1, 2018
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  13. Dulayne

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    This is something that Atos talked about within the official discord. He has talked about how the changes in the rise was a little too strong and it will be getting looked at and worked on. Hang in there.
     
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  14. Floors

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    The ore is busted, its one of the other R58 issues and discussed all weekend
     
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  15. Nib

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    Not a bug, I started a thread in release feed back last week and Bzus said "Xp balance was not specific to The Rise. There were many issues of imbalance with creatures. We had some mages with 900 hps and fighters with 4000 hps worth the same xp. Some level 30 mages had more health that level 50 mages. This primarily affected the highest tiered humanoid creatures. Gold and artifacts drops were increased across the board for these creatures."
     
  16. Steevodeevo

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    If that's the case that's a wee bit bit naughty. My understanding was that gathering and crafting exp was doubled as with combat. Personally I was against doubling crafting experience, I want levelling crafting to be hard as hell to create a cadre of elite crafters who have to work their butts off to achieve this, but its what they went with anyway, so be it, ....so how has it reverted? Error? slight of hand?
     
  17. Nib

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    I have been thinking and saying this for a while, the lack of dungeons in this game is a bit odd and player made dungeons isn't a fix for that, I really hope that isn't what they are thinking.
     
    Last edited: Oct 1, 2018
  18. Lady Kathleen

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    I do not see it as a revert but as more.. They said double the exp but what I am seeing is about 1/2. Now I do not claim to do studies and such on this, it is more an overall thing where I have a skill turned off like turning wood into timbers and before I got 50 points before I now get 25 points for each.
     
  19. Black FjP

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    I'm cool with all these changes, I think UT needs to be nerfed as well. I was basically attenuating in ulfheim if I wanted to while getting an easy 200k crafting exp skinning p/h and that rate was probably too fast. I've only been playing the game for 2.5 months and I'm AL 98 with gm carpentry and masterwork/bludgeon masterwork, so I think something is wrong there. I work full time, not like I 24/7'd.
     
  20. Lady Kathleen

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    In another game (Landmark) they when down the path of no dungeons and quests but then introduced player made dungeons and quests.. The game is now Gone