XP Range changes coming


45th_Parallel

 

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Based on data ...

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Thank you, thank you Statesman!!!

We'll test it when it's up please let us know.

Have fun on CoH everyone!!!


 

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If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when it’s defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.

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Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?

EDIT: Found the answer to this. Thanks, Statesman!


 

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Thanks Statesman. I'll be interested to see how the tests play out but this is something I could learn to live with.


 

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I, for one, totally understand these terms. But they're kinda hard to keep up with. I'd be happier if the badge thing is full zone.
-LP
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Scratch that, i read wrong


 

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If a player is in a zone, did NO damage in a combat and has dead for more than a minute, he receives no XP. If a player is more than 300 ft. away (an increase of 100 ft.) from the mob when it’s defeated and did NO damage, he receives no XP. Otherwise, the player receives his full share of XP.

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Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?

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Yeah, this REALLY needs to be addressed, States. You already acknowledged it in another post before, but did it get fixed?


 

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What about the group holds that do no damage whatsoever. Can't it be changed so the holds do at least 1 point of damage or so that you get exp if you affect the groups of enemies somehow? I still dont like the idea of having to deal some kind of damage and stay alive. This also affects my defender who is a "happy healer" and has no attacks anyways. Maybe we can increase max life on defenders and controllers so they're not as "squishy."


 

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What about the group holds that do no damage whatsoever. Can't it be changed so the holds do at least 1 point of damage or so that you get exp if you affect the groups of enemies somehow? I still dont like the idea of having to deal some kind of damage and stay alive. This also affects my defender who is a "happy healer" and has no attacks anyways. Maybe we can increase max life on defenders and controllers so they're not as "squishy."

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Well, it's more of an incentive to PROTECT the squishies rather than just running in. Besides, you have a full minute to be dead. Most mobs can be taken out in a minute, except AVs. Not getting AV XP would suck but... oh well.


 

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Now I wouldn't say that Powerlevelers are going to ruin CoH, but they have a very negative impact on the game. For example, if you team with someone who has been powerleveled, you never know what you're getting out of them. Just because they have the powers doesn't mean they have any idea how to use them.

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If you team with anyone you never know what you're going to get out of them if you've never teamed with them before. Just because someone has managed to get to a certain level doesn't always mean they know how to use the powers. Any idiot can level up eventually.

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Yeah, but we're level 50. Any idiot can't make it to that level without powerleveling. He'd be getting debt way too fast and being kicked out of every team.

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Nah, he could make it eventually. You can make 50 soloing white minions on the street eventually. And at 50, what are we worried about anyway? XP isn't a concern, and what's debt slowing you down from?


 

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I still dont like the idea of having to deal some kind of damage and stay alive.

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That isn't what's happening. If you're within 300 feet then you'll get credit regardless of the damage you did.

Suggestion: If we are out of range when the xp gets handed out, can we get a message to that effect? We had a ton of confusion about not getting mission xp when we weren't in the mission long enough until we started getting a message.


 

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Also, to make sure I read you right: As long as someone on your team gets XP for a kill, the entire team will get credit towards a Defeat X mission or a Badge count even if they don't get the XP, correct? (Assuming they're in the same zone, of course)


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Yep.


 

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Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?



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He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.


 

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Let us know when these people drive you insane from their utter lack of reading comprehension. The previous XP Range thread had you responding left and right to MORONIC misinterpretations of your very clear description. To the point that I can only think the ridiculous accusations were deliberate misreadings by people who didn't like the changes.

Keep slogging Statesman. I'm hoping your infinite justice will rebalance Hasten next. Follow the numbers... see what percentage of level 40+ characters have it, have it six-slotted, and compare their DPS relative to the ones who don't have it...

... I think you can round up two or three who don't have it... just for a control group...

I want to see how close it comes to beating Stamina for the best power nomination.


 

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What about the group holds that do no damage whatsoever.

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Currently - stay within 300 ft.


 

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Isn't this a little unfair?


 

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Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?



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He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.

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This is what we feared. As people in other topics mentioned, this actually is worse XP than going solo. So the player is penalized XP-wise for splitting from the team. In other words, if you split the team into two teams to complete two tasks, you're actually getting LESS XP than if you created two SEPARATE teams to do the same thing.


 

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Much better than the original porposal. Especially the part where when on a mission map, none of this applies. Sounds like that when on a mission map, the current rules apply (not these new changes), except for the dead for 1 min part?

I hope the dead for 1 min part also does not apply on mission maps. I have been in many missions (especially with large teams) where someone goes down and can't be rezz'd/awakened for over 1 min due to the proximity of the mobs and have to wait until the fight is over or nearly over to be rezz'd/awakened.


 

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No - that isn't what I said. As long as either YOU or YOUR teammate is within 200 ft., you'll get credit for the defeat.

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O.


 

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I think all this effort into curbing powerlevelers is a waste of resources. Plvlers will find out how to do whatever they want with the tools at hand. This hampers a few plvling techniques, but exacts a tangible cost to players in terms of freedom to play how they want. Overall, I don't think this will have any real effect on plvling. They'll go do their outdoor mission maps, and players doing content will have to do their "Kill 150 Crey" hunt missions in a big group because you wanted to fix a problem that doesn't exist.

I don't buy the plvling hurts the game argument because what it really comes down to is "Is the content interesting enough to curb Plvling?" For a lot of players it is. For some players, it doesn't matter, they'll always plvl. For some, they have half a dozen toons over lvl 40, and they've done every mission, badge, story arc, TF, trial, etc. 3-4 times, and they just want to play with a new AT/build.

You're trying to tell people how to play the game, even though they're playing well within the confines of your world. If its not griefing, and doesn't violate the CoC/ToS, either leave it alone, or make it an exploit. To me, tram plvlers are like RP'ers in Galaxy. Its not how I chose to play the game, but it doesn't bother me one bit. Some people are going to do only missions for their xp (until mid 30's when you start running out) because it makes them feel heroic. Some are gonna roll up a Taxi Bot and recall people all day. Some will host a play in Perez Park, and some will sit all day while getting plvled by a friend or 2nd account.

Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.


 

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No - that isn't what I said. As long as either YOU or YOUR teammate is within 200 ft., you'll get credit for the defeat.

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O.

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Meaning you'll get credit for kill x missions or badges but still not the xp from the defeat if you're out of range. Might want to quote the whole thing so people don't get confused again


 

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Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.

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According to Statesman, this change doesn't affect badges AT ALL. This system IS ALREADY IN EFFECT on badges. So if you've been doing something with badges, you can STILL do it now.


 

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Still confused about one point: if (for example) you've got a three person team, each person on the team is 400' away from each other person, and person X defeats a bad guy -- does person X get "solo XP" or XP for being on a 3 person team?



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He'd get XP with the 3 person team multiplier...BUT that XP would still be divided appropriately between each teammate. The others, however, wouldn't receive their shares.

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This is disapointing. I am glad to have an answer to this question.

Now: How does this fit into the risk vs. reward reasoning that spawned the whole XP Range business? Or is it simply the best that can be done with the idea currently?


CatMan - some form on every server

Always here, there, and there again.

 

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It probably has to do with an engine limitation. They probably can't differentiate between being solo and not on a team and being far away from the team and therefore solo.


 

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Lastly, a quick question: How does this effect badge credit? I NEVER do hunt badges within 300 yds of my teammates, often a mile or more away. Like many players, I've put a lot of time into collecting my hunt badges, solo and in teams. I currently have all of them (except for isolator, which I did not have the option of getting). If I had to stay close to teamates to get badge credit however, I definitely wouldn't have bothered with many of them.

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According to Statesman, this change doesn't affect badges AT ALL. This system IS ALREADY IN EFFECT on badges. So if you've been doing something with badges, you can STILL do it now.

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Tsoo as an example, in Steel Canyon. You are coming off the train from atlas, rest of team is hanging out near Icon, taking down sorcerers for the badge. You still get credit towards the badge, as long as someone on the team is within 200' of defeated MOB(which really shouldn't be a problem) but no xp for the defeat unless you are within 300 feet. Same goes for defeat X missions.


 

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*...static filter...*

Which basically means that - as states has refused to address one of the major topics - split teaming WHEN STREET HUNTING - since it's allowed in missions - is against the rules.

*Shrugs.*

Makes no sense to me.

I hate missions, personally, I prefer street hunting, I've hit 50 and seen most of them and simply don't like them.

However let me ask this question: why is it okay to split team in a mission as opposed to split teaming while street hunting?

If street hunting is against the rules then why not remove the mobs from the street?

*head shake*

This is getting more and more twisted.

"It's okay if you do it "here" but not okay if you do it "here" "

What?

I'll propose the same thing I did in the other thread:

If you have a group of six that split into two groups of three, each fighitng whatever, then give the full group experience.

If you havea group of 3 whereupon someone is outside of whatever arbitrary range you decide upon, don't give them exp.

There - now those of us who dislike missions can still split team - since it's okay IN a mission - while those who you were - apparently *though the idea's already been shot in the foot *shrugs* not trying to flame just stating facts * - trying to stop in the first place.

*...FTB...*


 

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It may be unfortunate for that, but needs must when the devil drives. At absolute worst for non-PLers it's an XP / hour hit in the Shard when trying to do multiple killtasks at the same time with a widely spread group. I can think of better ways to get XP at those levels.