Posted by Morphine on 07/19
Ok, just wanted to post this message to sorta publically
whine about the xp system.. anyone else suffered from the
same thing, where basically the fun of killing mobs has
entirely disappeared as the benefit of doing so has
diminished? I've found most of my time occupied by
idling in inns as of late, doing nothing of importance
anymore, and really find it disappointing seeing what has
happened to a mud that was once so much fun...
Throwing in my 2 pesos worth,
Friday, July 17, 02:19AM
Slightly more mobs with slightly more xp.
All I ask for. ;) Like the Dun...
And um, lots and lots of XP for the um,
more really stubborn ones?
Friday, July 17, 09:06AM
Part of the fun in mobkilling was seeing a significant change in
your xp. I can kill for a couple hours now and have gained 500k
at most, which doesn't seem like much compared to the 37 or so
million I have. I don't see too many xp runs happening for lvl
50s in the future, and those that do will be short lived.
Friday, July 17, 09:28AM
What bothers me most is the fact that deaths have become
more expensive than they were before. 2mil was 20 lvl 50 mobs
then, now with 750k, it's 37.5 lvl 50 mobs. 17.5 might not seem
much here, but it adds up quickly.
Also, i still think xp demand is much higher than xp supply,
especially for those of us who'd like to think they've grown beyond
hacking-everything-in-sight type of lvlling employed at much
I've recently made a few xp runs, at it irks me to no end that
i've made 6mil when i would've made 30mil. That's 24 mil difference
in a week or so.
It seems that if i commit myself, i'd make roughly 1 mil a day under
this system, and that'd give me 2 and a half months to retire a
pk char IF i don't die, etc.
Maybe that was the aim, I don't know, but chars should be able to
retire more easily than that. 3 months is quite a long lifespan
for a char imho, i tend to lose interest in my chars around the 200
hr - 250 hr mark.
Anyway, yeah, i gave this system quite a bit of a try, and as
much as i like the system for lvls 3-10 or so, it's merciless for
Friday, July 17, 12:53PM
Ya know, I liked the idea from the start, that if we could balance
out the levels so we instead of having the levels be hard-east-hard
they could go from hard to easy, but I agree with all posts here,
something didnt work right, every new addition to this mud should
have the aim of not only attracting new people, but keeping the old
people happy, and it seems to me that maybe you missed the latter
I dont really know what I'm trying to say, other then I hope that
there is some sort of revision that is going in to make it all seem
better. Whatever you were trying to do here, it misfired.
The Knight who has already seen one of his Favorite
MUDs die because the imms were adding to much new
additions, and drove off the MUD populace for
lack of Fun.
Friday, July 17, 06:11PM
Besides the xp system making it no fun to kill big mobs anymore (which
I completly agree with 100%) it also doesnt make any sort of sense.
Any newbie that begins to play the game enough to get up to level 40
or so is going to realise how little sense it makes for very tough mobs
that take groups to kill to be worth 30-60k, mobs that will do
damage and/or be somewhat difficult solo to be worth 20-25k, and
mobs to be 4 rounds of headbutt/stun/choke and BAM they are dead
with 10hps or less of a loss to be worth 14-19k. All everyone is
doing is running the easier mobs because you may not get the full 20k
that a big challenging mob would supply, but you get an avg of 16k
of effortless, boring, senseless mob killing. What is the fun in
that? It doesnt take an oldbie to figure out that its retarded
for there to be so many of these challenging level 50 mobs around
and none of them to be worth the effort for the most part.
I've spoken to numerous new players that already have noticed this
and dont understand the logic behind it, and neither do i for the
most part. The new xp system is a good idea, and is great for
low levels.. but is sooooo tedious and boring for level 40+, that
it sucks the fun out of those levels completly. I'm not
really suprised to see more low level characters running around these
days than ever because thats lately the only fun time to mobkill..
there is still a great reward for the risk you put in.. for the
upper levels there is no reward hardly for the risk you put in,
and ultimatly thats why people would mob kill tough mobs, and group
to kill bigger mobs. So this isnt an old player issue... but a
fun issue in my opinion, it isnt boring for the players that have
been around for longer than a year now because we remember the
old ways blah blah blah, but its just plain boring..
Friday, July 17, 09:30PM
Ah now where shall I begin ?
When I first heard the new xp scale was to come in I
couldn't help but be hopefully optimistic about it.
The problems that I heard the new system was to correct
where in no doubt in needed of correction. I was silly
for level 6 to such an oddity and the mid levels be so
easy to atain. However after my first kill of a level 50 mob I
was rather rudely shocked, 20k ? Surely the system needed work.
being fully prepared to give the system a chance I
pateintly waited as the mobs were 'adjusted' to the new scale.
Now that the mobs (all of them?) have been adjusted I cant
say I am impressed with the result. Was the old xp scale so
flawed that this change was needed to be made in such
a radical manner ?
While I dont dissagree with the idea of changing the xp scale
to make it progressivly harder as you level, or the removal
of the notorious 'powerleveling' Why was it changed so much as
to destory the enjoyment those of us had playing a high-level
character ? getting xp a fifth of what it used to be seems to have
reduced xp to the level of futility for a character past level 50.
The goals of 100 million xp have gone from reasonably
difficult to an exercise in insanity. While I am sure people I am
sure will be quick to leap to the defense of the new scale dont get
me wrong I like the new scale, what I dont like is that fact that the
xp given per mob kill still needs serious work.
Not really knowing exact figures on the old xp scale for this I
just worked out rather diturbing numbers under the new system.
To reach level 50 under the new system takes 2500 mob kills of the
same level as you, I cant honestly remember how many the old system
took but I am pretty sure It wasn't close to that.. Was the old system
so flawed that we should have to kill 2500 mobs to reach 50 ?
Is ataining level 50 so bad that we need to kill that many mobs ?
Anyway wrapping this up as its getting long.. I cant help but feel
the reasons for playing a high level chanracter has been seriously
hurt by the new xp scale. I cant help but wonder is there any
serious attempt to reslove this issue that so many of us high levels
feel or are we voicing our concerns in vain ?
Gawd what a ramble......
Friday, July 17, 11:47PM
Just FYI, if you only killed mobs your level in the old system,
(the numbers are available at http://mud.sig.net/xpscale.html)
You had to kill 3124 mobs without dying to make it to level 50.
Friday, July 17, 11:53PM
Oh, and another side note, the official policy on amount of exp needed
to unclan will decrease to 50 million in the relatively near future.
That would mean about 25 days for you agni, if you did a mil/day,
that gives you 2 months to get to 50, before you get bored of the
character, well within your capability, and well within the
limits you set on your term limit for interest in characters.
Saturday, July 18, 05:52AM
I'm still concerned with the xp loss at death, because us people who are
not really trying to reach 100 mil are having to kill almost twice
as many mobs to make up xp after death...(emphisize on the almost)
This is primarily speaking from a pkill point of view, which I think that
maybe pkill death could be lowered because it is different from mob death,
which is usually a result from carelessness...also, I don't think
"cheapening" the value of death will result in mass murder, the people
here know better than that, imho.
Saturday, July 18, 09:42AM
Okay, we did have many long discussions concerning the cost of death.
We compromised at a point where you gained actually quite a few more
deaths to the point of perma, but they cost a little more.
Had we kept the old system, as you well know, it would have been 100
level 50 mobs in order to regain your exp (or 50 for pkill) (that is,
old system for figuring cost of death, new system of exp). However,
the total number of kills before you permadie is up about 66%, about
as much as the increase for # of kills to recoup lost exp.
It was one of those odd things we needed to make a concession on
while still making permadeath somewhat of a threat, making recovering
exp possible, and working with the numbers.
Sunday, July 19, 06:32PM
100 x 100k = 10,000,000... that's 10 mil if i'm not mistaken, and
i recall it being 1 mil xp loss (10 lvl 50 mobs) per pk death.