EXP......

Talk about Neversummer 4 with your fellow players.
Kell Of Neversummer
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Post by Kell Of Neversummer »

Partying works best when youy are about the same lvls. The greater the difference in lvls, the worse it works.

Read the documentation for partying and synergy for examples of it.

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Darthweaver
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Post by Darthweaver »

hmm well on the documentation it says
The experience (XP) system of Neverwinter Nights has been completely redesigned in the Neversummer 4 implementation. Our goal was to promote party-style play as opposed to having the majority of players "going solo", as well as to tailor the rewards to the world of NS4, and reduce or eliminated possible XP exploits such as "power-levelling". Comments and suggestions are, as always, more than welcome, and we invite all players to discuss the system and to help improve it in any way that we can.


and after what i can read here i would understand it as if you would get more xp if you are in a group so that solo playing is discouraged. ( if thats the word :P) but in reading this post i see that you want us to get less xp in teams and that would then say the same as you want this world to be a solo place then...
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Post by DrakhanValane »

You get less XP individually. The total XP for the group is higher than soloing.
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Darthweaver
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Post by Darthweaver »

well then i cant say that you realy encourage teamplay. this is the only server i have been on that you get less xp in a team then when you play solo, and i who REALY liked this server too. i guess i will just play solo then...
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Post by AndrewCarr »

It really depends. I made much better xp in groups with druids and other casters going to giants than my ranger could've done solo. I mean, those things are still painful to kill at lvl20+, b/c i can't do much damage to them. But at lower lvls, they slaughtered me, and were one of the few places where I could easily lvl, since niragawa had a reputation as a death trap, and their area isn't too large anyway, and otherwise i could've killed ns guards for about the same amount of xp, but for a lot more challenge.
But if you can kill stuff solo, it's my experience that this is usually better.
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Kell Of Neversummer
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Post by Kell Of Neversummer »

Quoting from the Experience documentation

"Party 1: Level 5, Level 4, Level 10 fight a CR 9 creature

Level 5: 19.12 % of 126 XP = 24 XP + 7 XP Group bonus
Level 4: 13.97 % of 138 XP = 19 XP + 6 XP Group bonus
Level 10: 66.91 % of 67 XP = 45 XP + 13 XP Group bonus

This group receives no synergy bonus because the levels are too spread out.

Party 2: Level 7, Level 6, Level 7 fight a CR 10 creature

Level 7: 36.22 % of 123 XP = 45 XP + 13 XP Group bonus + 24 Synergy
Level 6: 27.55 % of 136 XP = 37 XP + 11 XP Group bonus + 24 Synergy
Level 7: 36.22 % of 123 XP = 45 XP + 13 XP Group bonus + 24 Synergy

Notice the big Synergy bonus for the close grouping together of levels. This is probably the most effective way to level, as the level 7s received a total of 82 XP each, which is about 2/3 of their usual XP solo!

And now, the "power leveller" party:
Party 3: Level 20, Level 1, Level 1, Level 1 fight a level 15 creature

Level 20: 92.51 % of 29 XP = 27 XP + 8 XP Group bonus
Level 1: 2.49 % of 127 XP = 3 XP + 1 XP Group bonus
Level 1: 2.49 % of 127 XP = 3 XP + 1 XP Group bonus
Level 1: 2.49 % of 127 XP = 3 XP + 1 XP Group bonus "


Parties work best when all members are close to the same lvl. My experience has been a party like this can lvl very fast. Look at the synergy and group bonus for group 2 - about 75% of the xp they get for the creature.

Total xp for the party(236 xp) is almost twice the xp of the creature.

rkanodia
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Post by rkanodia »

Kell - perhaps the real problem is that some characters are able to solo monsters at or above their own levels very quickly, making travel time and monster respawns the limiting factor for experience gain.

Potential solutions, off the top of my head:

- increase monster respawn rates, perhaps don't limit respawns to when the map is empty of PCs
- increase monster variety, so that a given area has real threats to any build

Any other ones people can think of?

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Heron
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Post by Heron »

Experience Ideas –

- Add a class diversification bonus to XP based on the character classes in a party (based on the highest character level in the case of a muti-class). So a Cleric, Mage, Fighter party would get more XP than a Cleric, Cleric, Cleric party.

This way you’ll see more parties looking for a certain class or classes of character.

- Add a Party deity bonus or penalty, highest bonus being for all in the party worshiping the same god, second highest for worshiping allied gods, no bonus for neutral gods, and a penalty for enemy gods (or no god).

I think this would help with bringing in-game dialog about deities in to NS.

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sep caldessian
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Post by sep caldessian »

Heron wrote:Experience Ideas –

- Add a class diversification bonus to XP based on the character classes in a party (based on the highest character level in the case of a muti-class). So a Cleric, Mage, Fighter party would get more XP than a Cleric, Cleric, Cleric party.

This way you’ll see more parties looking for a certain class or classes of character.

- Add a Party deity bonus or penalty, highest bonus being for all in the party worshiping the same god, second highest for worshiping allied gods, no bonus for neutral gods, and a penalty for enemy gods (or no god).

I think this would help with bringing in-game dialog about deities in to NS.

excellent ideas!

Bob
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Post by Bob »

Heron wrote: - Add a class diversification bonus to XP based on the character classes in a party (based on the highest character level in the case of a muti-class). So a Cleric, Mage, Fighter party would get more XP than a Cleric, Cleric, Cleric party.

This way you’ll see more parties looking for a certain class or classes of character.
It already works that way, actually. You can get a look at what documentation exists at http://www.nsrealm.com/boards/viewtopic.php?t=1251.

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Heron
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Post by Heron »

Synergy Tactics

Each time you receive a party synergy bonus, you will receive synergy points based on the classes that are in your party. If you gain enough of synergy points with certain classes, you can learn "Synergy Tactics", which are combo-type attacks and spells that combine different classes together for a few big attacks (ex: Mage + Fighter = Spellblade attack, Rogue + Fighter = Mug (pick pocket + damage), Mage x 3 = Tri-elemental spell blast).

More details on this system coming soon.
I noticed the synergy bonus, but I thought it only applied to the number of PCs in your party. I guess when I first read it my eyes skipped to the “synergy tactics” section :P (sounds real cool). Does the bonus increase if the variation of classes in a party increases? For example – the bonus for a Fighter, Cleric, and Wizard would be higher than the bonus for a Fighter, Cleric or a Fighter, Fighter, Cleric?

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junksta
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Post by junksta »

how about instead of increasing the synergy bonus
lets boost the monsters
that will MAKE people party up cause noone will be able to take anything that is worth good xp solo
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Stormwarden
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Post by Stormwarden »

Either boosting the monsters up so that no one can solo passed say level 5 would work or you could apply a negative exp synergy bonus for people that do not group. That will make them group.

Brennan068
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Post by Brennan068 »

IMO It is not fair to MAKE people group if they do not want to. I enjoy grouping, but that is my CHOICE. I pay for that choice by getting "less experience" but in return, I have made some friends and have a lot more fun (we also get to kill things that we'd have no hope of solo.) When I want to / need to get experience for my character and my friends are not around I do not want to be penalized if I choose to go out and kill a mummy or a giant or whatever I choose to kill. I have been asked to group before and turned it down because I was so much higher level than the people asking. I explained to them why and we went our seperate ways. I have also gone along in groups of much higher level (than me) players. I did not get much exp in those situations, but I still had a heap of fun. Although group players do have a heap of fun on the game, please do not force your choices on others. Some solo players solo for their own reasons and still have fun. Invite them, do not force them.

Stormwarden
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Post by Stormwarden »

Life is not always fair sadly enough. From my experiences in my 15 years of text-based, browser-based, and graphical based mud experience I have found that games requiring and forcing people to group last longer than the ones that allow you to solo to the top. Penalizing you for soloing does not force you to group however, it just makes everyone that solos level so incredibly and painfully slow that you want to group.

Myself, I always solo as much as I can on any mud, its easy and I enjoy those games. However, although I prefer soloing, the games that force groups I tend to play the longest because its much more challenging. If people find that they cannot handle the more elite persistant worlds that require grouping then they should go play the easier ones that let you solo.

Furthermore, keep up the good work on NS. The games coming along great and I especially like the challenge with leveling an ECL+3 race, its a fun challenge.

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