Posted by Ronnie on 06/08
Alright, having seen two prime exp grounds changed into outhouses with
rapidly decreasing popularity, and the few exp areas there are becoming
more and more crowded, I wonder what the priority of changing exp mobs
is? Its been said that imms want suggestions as to what to change the
exp on, so here I am to offer advice:
Somme exp should be raised more, especially on the assisting mobs. And
since the mobs were made tougher, assistance isnt the only reason they
should be worth more. Its hard to see the genius of Wraith -gag- when
the only people there are pkillers running to the safe room.
San fran: With so many mobs, why not tweak them a bit and raise the
exp? It will take the burden off of other areas, and maybe in my hopes
that some will show more intrest in the wild west style
Lima: As with san fran, so many mobs and almost all of them are just
about worthless. Maybe just upping the mobs in a bit of toughness and
to average lvl 15-30 exp, 6k or so a mob, would make it a more popular
Granada: While a better exp area than some at the lvl 10-20 range, the
exp should be raised just a bit more on the guards/bandits/rogues and
I havnt even discussed the level 30-50 mobs yet, cripes.
London: The low level mobs are just shy of perfect, but Jim could do with
a better exp bonus for all the stuff he can do to you.
Somme (revisited): Perhaps up the exp on the pilots, generals, and higher
ranking officers. Strike a blow for the Axis powers while getting exp for
dusting the british
Casablanca: Fond memories of the older days. The ticket seller, Shilam,
that major, and Sam deserve more exp for killing them. None of them are
exactly pushovers, so why are they all giving crap exp?
Norway: Another of the hugely overlooked areas. With all the servants,
could their levels and exp bonus be raised for a suitable midlevel hunting
ground? Also, for the warriors of a village, Thore, Ragnhild, Egil, and
Olaf are pushovers
Beowulf: As with most, make the mobs there worth exp more suitable to thei
info I knew you could make it, sooner or later and toughness.
Agrabah/Ithaca: This almost feels redundant, but make the common mobs like
citizens and all those swarthy men bigger and more exp abundant
Thats all I can think of for now, and I have a suspicion I lost the
point of this way back there. Feel free to bounce suggestions around
Thursday, June 03, 07:27PM
i just want mobs to be worth more for higher levels
i think it is bs that they are worth jack $hit 20k,remember my lvl 18 gett
ing that for a kill
i think mobs should be put back to the same exp for higher levels
Thursday, June 03, 11:16PM
Problem with your post Ronnie, you left out 1 area of the mud, and now the
imms know that there is an area that is decent to get xp in. :P
Seriously though, Ronnie raises a good point. Since there are so many
more characters here at the level 25-40 range, instead of 45+ level
characters on (like under the old system, when you didn't have to spend
100% of your online time to feel you were getting anywhere with your
character, and there was actually 'time' to RP so to speak) there should
be more mobs to kill in that level 25-40 range. Right now there is one
decent area, and even it could use faster repops or more mobs. (Some
would say there is more than one decent one, but I find that one in
particular that stands above the rest.)
Please don't take this as reason to kill the xp in that area as well, as
has happened with every other area that was decent xp under this system.
Almost to the point of begging now. Please imms, as a staff, don't make
levelling take more of our time than it does now. I know its not THE
reason to mud, but it is A reason to be here, and one that takes up a
whole hell of a lot more time than it used to.
Friday, June 04, 02:12AM
Hey I like the low mobs in ithaca
it's easy money :)
Friday, June 04, 10:04AM
Leveling at low levels and mid levels is a snap, say till 35 or so, after
that it truly becomes an excercise in tedium. I've had this char for
a month or so now, maybe longer, and I'm at 37 now, and
pretty much no desire to go further. I agree that mobs-especially
tougher ones-should be worth a bit more xp in general. Even 500 xp
more per mob would make a big difference in the long run.
Friday, June 04, 12:10PM
Try low and mid levels as a mage with no skills and also
due to this silly cast level system, no spells that work!
Saturday, June 05, 01:19AM
I am a level 15 create mage with no skills and I agree its not the
easiest thing in the world to level, but its not impossible. Its just
a question of how impatient people are to level. Personally I don't
really mind how fast I level because you get more out of a character
in the long run if it takes a long time to build one. What worries me
about the low level mage problems is how hard it must be for somebody
who hasn't played here for years to build a good mage character. While
there should be a role for knowledge and experience in building a good
character, the difference in difficulty between building a mage and a
straight fighter is too much, and not being able to use spells due to
the cast level problem tends to cause people to whine and nag for people
to level them. It also causes people not to behave like a mage and get
the stats needed for casting, but rather just swap gear to learn words
and swap back again. This isn't really in the interest of having
diversity of character types and fighting styles at the lower as well as
If skill trees aren't coming in for a while I think the casting problem
should be addressed somehow with a temporary fix. It would help a lot
even if spell fail rates remain unchanged but the mana lost on a fail is
greatly reduced (and on miscasting when the target leaves the room). I
also think its plain wrong that if you don't have enough mana to cast a
spell you lose all the mana you have (ie I try to make a doppel with only
55 mana and I lose all that mana)>
Hmm..this is off topic..oh well :)
Saturday, June 05, 09:51PM
Since I was the person who updated Casablanca, I'll comment on it --
the xp in that area was revised based on both my own testing of the
mobs and the advice of a testing crew of players with different
abilities etc who killed the mobs while I watched. I will look
at them again, however, and thanks for the comments.
Tuesday, June 08, 06:28PM
Just though I'd add a few points of my own on things that I feel
need to be looked at to fix this xp system.
1) The incredible lack of decent killable level 40-49 mobs.
I have no idea what the actuall percentage of the mob
population is made up of mobs in the 40-49 range but baring
2 areas I can think of off hand the lack of killable mobs
in this range makes getting xp even worse that it should be.
While its not something that can be easily fixed quickly, it
2) Higher level mobs not being worth enough xp.
This ones pretty simple, I cant see why once mobs reach about
level 25 or so the increase in xp that a mob gives you from level
to level goes up by a pretty much flat 450 or so xp. I know it
does slowly increase from 450 to 535 or so at 50th but it doesnt make
any sense. unless of course boredom is one of the objectives of
the xp scale for level 35+ characters.
3) The XP drop for killing mobs under your level.
Is there any good reason why the instant you gain a level the mobs
just a level below instantly lose 10% of thier xp value? You cant tell me
that gained a level other than going from level 1 to 2 gives you
more than a 10% increase in you own combat ability. Yes I do understand
why the drop off is there but it needs not be nearly as severe as it is
quite so quickly, a 5% drop for the first 2-3 levels above and then an
additional 10% for the next 2-3 levels untill finally 10 level below you
and beyond it stays pretty much as it is now.
4) Quest Xp
It seems pretty unfair as it stand tha a quest at level 1 is worth 3 times
as much xp as the same quest is at level 50. Quest xp should be based
on a percentage of you xp to level not on the 5 times a
average kill as it is now.
Anyway still have a few more thoughts but I'll save em for another day
before this gets too long . :P