View Full Version : XP rewards for explorer areas?
Monkey-Boy
11-11-2014, 03:15 PM
Is this consolidated someplace? My Search-fu is weak.
Monkey-Boy
11-11-2014, 03:16 PM
Nevermind . . . http://ddowiki.com/page/Wilderness_adventure_area
is there really 755k XP in HIGH ROAD slayer?
Hafeal
11-11-2014, 03:26 PM
Nevermind . . . http://ddowiki.com/page/Wilderness_adventure_area
is there really 755k XP in HIGH ROAD slayer?
Yes. It is theoretically possible to get to 28 without doing a quest, I believe, and that was the dev intent; some long lost quote I am not going to dig for atm. I thought there was a thread of a player doing that somewhere as well ...
For me, grinding out kills in certain zones is a drag, so I would never do it. But for certain dead spots when leveling, explorers are a great way to solo, or have an open lfm with a nice level range and come & go, everyone welcome, attitude.
Panzermeyer
11-11-2014, 04:14 PM
Nevermind . . . http://ddowiki.com/page/Wilderness_adventure_area
is there really 755k XP in HIGH ROAD slayer?
In a full group (6 or 12 man depending) you will get far more than that in the Epic Orchard and Thunderhold in far less time due to the borked scaling in this explorer areas, better stay with at least a large part of the group.
I always use up any random slayer pots that I have laying around when I jump into these explorer areas.
Oxarhamar
11-11-2014, 06:15 PM
In a full group (6 or 12 man depending) you will get far more than that in the Epic Orchard and Thunderhold in far less time due to the borked scaling in this explorer areas, better stay with at least a large part of the group.
I always use up any random slayer pots that I have laying around when I jump into these explorer areas.
I think the scaling in the Thunderholme & Epic Orchard are perfect.
Huge empty explorer areas are useless.
Scaling the number of mobs to party size promotes grouping for the explorers and makes them actually enjoyable / worth spending time getting kill count up.
Hafeal
11-11-2014, 07:01 PM
Scaling the number of mobs to party size promotes grouping for the explorers and makes them actually enjoyable / worth spending time getting kill count up.
I completely agree.
1 caveat - for these areas, when quest running and not exploring, where you may not be able to teleport (yet; e.g., Stormhorns 1st time), this can be a problem if someone expects you to simply invis and run. You make one mistake and you can be at yellow alert in a short few seconds, especially if you run into something by mistake. Seen it happen - and then you are slowed down more for a recall or for someone to go back etc... So, this means you need to spend time exploring which may cut down on your availability to group in the lfm panel. I wish those Store bracelets would actually bring players to quest entrances rather than just work in public areas.
Oxarhamar
11-11-2014, 07:58 PM
I completely agree.
1 caveat - for these areas, when quest running and not exploring, where you may not be able to teleport (yet; e.g., Stormhorns 1st time), this can be a problem if someone expects you to simply invis and run. You make one mistake and you can be at yellow alert in a short few seconds, especially if you run into something by mistake. Seen it happen - and then you are slowed down more for a recall or for someone to go back etc... So, this means you need to spend time exploring which may cut down on your availability to group in the lfm panel. I wish those Store bracelets would actually bring players to quest entrances rather than just work in public areas.
And then players would buy those brackets. Imagine that.
FranOhmsford
11-11-2014, 09:26 PM
I think the scaling in the Thunderholme & Epic Orchard are perfect.
Huge empty explorer areas are useless.
Scaling the number of mobs to party size promotes grouping for the explorers and makes them actually enjoyable / worth spending time getting kill count up.
And then you get arguments between people who are picking the fastest way to earn kills and those of us who actually want to loot the chests or Clear the Zone!
We don't all play the same way and forcing Grouping in Slayers is a Bad idea!
Why force Grouping in content that's clearly aimed at the more Casual Player YET not force Grouping in EE End-Game Quests!
It just doesn't make sense?
Oxarhamar
11-11-2014, 10:27 PM
And then you get arguments between people who are picking the fastest way to earn kills and those of us who actually want to loot the chests or Clear the Zone!
We don't all play the same way and forcing Grouping in Slayers is a Bad idea!
Why force Grouping in content that's clearly aimed at the more Casual Player YET not force Grouping in EE End-Game Quests!
It just doesn't make sense?
Scaling explorer areas do not force grouping
They reward it with increased mob spawn rates to get kills faster.
If you want to solo scaling explorer areas they are perfectly solo able thanks to how scaling works.
Besides in a explorer group run its best to split up anyways I honestly never care who goes what way, loots, doesn't loot.
All that really matters is that there are more mobs to get the kill count up I'll solo with 11 pikers in Thunderholme for scaling to get kills and often solo Thunderholme while everyone is forming up to enter the raid mmmm scaling.
Panzermeyer
11-12-2014, 11:41 AM
And then you get arguments between people who are picking the fastest way to earn kills and those of us who actually want to loot the chests or Clear the Zone!
We don't all play the same way and forcing Grouping in Slayers is a Bad idea!
Why force Grouping in content that's clearly aimed at the more Casual Player YET not force Grouping in EE End-Game Quests!
It just doesn't make sense?
There is no forced grouping.
And there have become so many clear different playing styles check with party leader or LFM. Nothing wrong with a "casual killing on the way to quest" note in the LFM.
I have been know to put something like that in LFM's to make it clear I am not uber Zerging. And visa versa.
If you are the party leader and not getting the party you want it is on you. Not on the way the game is forcing groups in a particular area.
phillymiket
11-12-2014, 11:49 AM
Yes. It is theoretically possible to get to 28 without doing a quest
I don't even think the XP for killing rares goes down with level or repetition.
So theoretically you could level to 28 in the Korthos explorer area by killing 158,000 rares (more if TR)
This could be done in a little over 25,000 hours if you could clear a zone in 10 minutes.
Had you started on New Years Day 2012 and didn't sleep or eat you'd be almost done.
:-)
Hafeal
11-12-2014, 11:55 AM
And then players would buy those brackets. Imagine that.
I know,
I know.
;)
Saekee
11-12-2014, 12:00 PM
For me, grinding out kills in certain zones is a drag, so I would never do it. But for certain dead spots when leveling, explorers are a great way to solo, or have an open lfm with a nice level range and come & go, everyone welcome, attitude.
Also useful if you have a baby that might wake up at any second and you shouldn't be playing at that moment anyway...
Oxarhamar
11-12-2014, 12:55 PM
I don't even think the XP for killing rares goes down with level or repetition.
So theoretically you could level to 28 in the Korthos explorer area by killing 158,000 rares (more if TR)
This could be done in a little over 25,000 hours if you could clear a zone in 10 minutes.
Had you started on New Years Day 2012 and didn't sleep or eat you'd be almost done.
:-)
Rare XP does reduce with repeat.
Though it does not work like quests it reduces from a first time to a repeat then stays at that repeat XP indefinitely (unless your over level which would affect the XP as well.
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.