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General discussion Topics related to various aspects of Champions of Regnum |
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04-27-2007, 06:41 PM | #1 |
Initiate
Join Date: Apr 2007
Posts: 118
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Loot and Xp misconcept!
I played til lvl 20 as a Conjurer and realized that loot and xp you get depends on the damage you make. This is a misconception wich makes it impossible to play a Healer. And i wondered why a Warrior makes 3 lvl in the time i made none...
I can easily make more dmg and let the tank die... but thats, for sure, not the job of the healer. (Btw. My pet is useless it never hits... only against red and orange mobs but who needs a team for red mobs?) It would be better when all teammates get the same xp and the loot stay in the corpse so that everyone can pick from the corpse what he/she needs. The risk that someone uses the team to leech xp or loot is the lesser evil and can easily be handled by the team leader (dismiss). |
04-27-2007, 07:43 PM | #2 |
Master
Join Date: Oct 2006
Posts: 503
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No we do not need that grab the loot from the corps. That has caused more havoc in any mmorpg that has used it then is has help fairly divide the loot. Any way there is really no loot to speak of it is all armor and weapons. When I hunt in a group and get something I can't use but someone in the group or someone near me can use I give it away.
For the group XP you do not need to be in a group to get the xp bonus for a group kill so there is not way to stop leaching of xp the way you’re proposing. The real benefit of a group is to lower a mob challenge level a group of 2 seem to lower mob my 1, group of 3-4 lower by 2, group of 5-6 by 3 and group of 7-8 by 4. If everything in this beta version worked as it was intended to as the mob got closer to blue it would evade less. This being beta it is not the case just yet. Hunter's and conjurer’s pets are only effective against blue and yellow mobs. You can kill higher level but the rest needed is to high to level quickly. The little xp you lose for a less challenging mob verse the time you can kill without rest will more than make up for it.
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Tyr - Conjurer | Lasher - Hunter | Eoin - Marksman |Woden - Barbarian Lodur - Warlock | Vayu - Knight Organized Confusion Last edited by Tyr; 04-27-2007 at 08:48 PM. |
04-27-2007, 08:23 PM | #3 |
Initiate
Join Date: Apr 2007
Posts: 118
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this post is an unintentinal copy of
http://regnumonlinemmorpg.com/forum/...ead.php?t=5820 pls. delete it |
04-27-2007, 11:17 PM | #4 |
Pledge
Join Date: Mar 2007
Posts: 6
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I agree with Ketobitus. Currently, the game xp and loot distributions are based on the amount of damage a team member can do.
The xp and loot should distribute equally among team members. |
04-28-2007, 12:00 AM | #5 |
Initiate
Join Date: Jan 2007
Posts: 235
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Then someone wouldn't have to do any work, and yet they would still get the same XP. That is more of an annoyance than the way it is now. I'm not sure how you could solve this problem (if it even is a problem).
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04-28-2007, 12:14 AM | #6 |
NGD·Studios
Join Date: Mar 2006
Posts: 1,069
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Reward system
The Reward system (Loot, XP & RP) is measured by the following factors:
Damage dealt Damage resisted Friendly spell points (Buff reward points) and the Healing spells work as Friendly spell points. The reward a buff should obtain is equiparable to the following... Level 1: 100 damage points Level 2: 250 damage points Level 3: 500 damage points Level 4: 750 damage points Level 5: 1000 damage points ie. A healer contributes in a battle with 1000 damage points by using a Heal Ally (5 level) with a warrior before or during combat. Resisting the creature damage counts as reward points. So a character that was hit several times by a creature participates in the combat. Actually the Friendly spell points are not computed correctly and will be fixed soon. |
04-28-2007, 12:19 AM | #7 |
NGD·Studios
Join Date: Mar 2006
Posts: 1,069
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Reward missing part
Casting a debuff or any negative non-damaging spell counts as damage with the same amounts.. 100,250,500,750,1000 depending on spell level.
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04-28-2007, 07:49 AM | #8 |
Marquis
Join Date: Mar 2007
Location: Edge of the Abyss
Posts: 2,066
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Sadictic servant spell doesnt count as a buff or debuff and no points are rewarded for casting.....
necromancer spell also Sadistic guards has no effect on enemies... damage remains the same... |
05-01-2007, 06:02 PM | #9 |
Initiate
Join Date: Apr 2007
Posts: 118
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hmm, so let me make an example.
A Warrior and a Conjurer fight a Mob. The Mob has 100 health and deals 100 points of dmg to the Warrior. The Warrior kills it alone since the conjurers mana pool is not big enough to heal and cast buffs and dmg the Mob the same time, so he just heal. That are 200 "xp-points" to the warrior. To rech that count the Conjurer has to heal 200 points but the Warrior has only recieved 100 dmg! So a conjurer that only heals get half the xp of the Warrior. Am i right? Maybe i just misunderstood... (To buff, heal, cast a pet, and dmg in one fight is not realistic because you never fight with full mana pool, maybe that gets better in higher lvls, i don't know. i'm only 23. and besides why should i work my ass off when the warrior gets all this simply by doing his job?) And for the loot problematic: Tyr wrote: "That has caused more havoc in any mmorpg that has used it then is has help fairly divide the loot." Examples please. I only played a few Rolyplaying games in which it is like that. Anarchy Online, World of Warcraft, Freewar, MU-Online, Silkroad and all of them work great. It's a matter of teamplay. I trust this community to handle this Some of these games also advanced this loot system to led the teamleader decide if there is "team loot alpha" (alphabetical loot order) "team loot all" (everyone is free to take what she needs) "team loot leader" (the leader distributes the loot, great for raids with loot-bot) or "team loot random" (the worst of them, a random player gets it all). "Team loot all" is the prefered method everywhere and people are used to take only what they need or swap rewards afterward. If two player wants the same item just flip a coin or in the case that there are more roll a dice. That works great. And people that have no trust to their friends should play single-player-games. (sorry sounds a bit like, but i'm not talking to you with that, sorry don't know how to say it different.) But compared to the xp problem the loot problem is not so important. And ChadMC let me repeat myself: "The risk that someone uses the team to leech xp or loot is the lesser evil and can easily be handled by the team leader (dismiss)." Tyr: "there is not way to stop leaching of xp the way you’re proposing." This was never my intention. This is the complete opposite of what i said! IT IS a problem that someone leeches xp in the system i suggested. but i think it's the lesser evil, better let someone leech, than take someone the chance to get xp no matter how hard she works for the team. i'm looking forward when the system like it is reaches it's expected state. i'm sure it will work great. i just wanted to give some things to think about from my experiences. |
05-16-2007, 09:46 PM | #10 |
Initiate
Join Date: Apr 2007
Posts: 118
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*bump*
it's still a big problem... |
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