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  1. #1
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    Default Please Adjust how XP is awarded in the Explorer Areas.

    I'd like to see the Explorer areas XP adjusted for more consistant benefits. I love that we will be able to complete these objective even t hough we will not be inthe Level range anymore, but the XP gets few an far between after you've been in there a couple times. Most people Hit the Exporer Areas, The Rares, and then Kill to the 400-750 mark, and then move on since it then takes foreveer to get any benefit from the area.

    Theres a very simple solution to help correct this...

    Smaller Groups of Kill tiers.

    I dont mind the 10-25-50-100-200 Progression. Thats fine, but after that, the number of kills start to require multiple trips into the area to get ANY xp at all.

    It would be sweet to have 100 be the Top XP Progression.

    We dont need MORE XP, just distribute it more evenly..... THe Orchard has aprox. 169,000 XP availabale via Slayer. If you switched the progression to 100 kills per tier after you hit 100, you could give about 2250 XP Per 100 Kills (About the same as the 100-200 Tier Currently is).

    This would give people a Goal Eachand every time they go in there (As Long as they arent Capped) and would also have the added Benefit of reducing the XP windfall Problem at Level cap Raises. (Many people Staged The Desert and Orchard to be at -1 from a high Tier of Kills so it took just ONE kill to receive THousands of XP)

    I dont have a problem with people doing that, Its a Pretty smart thing to do actually... But I doubt the devs had that in mind when they set the XP up the way they did.
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  2. #2
    Community Member VonBek's Avatar
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    Agreed
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  3. #3
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    /signed

  4. #4
    Community Member JacknCoke's Avatar
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    I happen to like the way it is set up. Ya it takes 4ev4 to get that 1500 mark. I don't mind that. I don't like things just handed to me. 1500 is not that hard just takes a little time. Explorers and the huge 1500 pay off is great for the ones who cant find or don't want to grp.

  5. #5
    Community Member Laith's Avatar
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    agreed.

    however, i'd be ok with tiers of 200 kills maybe even 400. anything more though is a bit much. i like going back to help "lowbies" with explorer areas, but when i see that i need thousands to get anything out of it, it's kinda lame.

    i'm willing to bet that they sometimes split the slayer into a few groups to try and alleviate this problem, but the 3 groups in gianthold annoy me.
    the areas are too small to get many kills in one group without resetting,
    and it asks me to stay in a small area instead of exploring the whole instance (if i'm going primarily for slayer).

    2 groups in the vale are fine. the 1 general group in the other places is excellent. it encourages me to actually/clear explore the whole instance before i reset it again.

    basically, there's a simple fact with these explorer areas:
    you complete explorer points in the first pass,
    you get most of the rares by run 3-4,
    anything after that is primarily for loot or slayer... and slayer rewards start taking 5-10 passes to pay off (when they really shouldn't have to). that's not really a reward to people that "log in for short periods of time" (a stated goal of the explorer areas).
    Last edited by Laith; 05-15-2008 at 02:06 PM.

  6. #6
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by JacknCoke View Post
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    I happen to like the way it is set up. Ya it takes 4ev4 to get that 1500 mark. I don't mind that. I don't like things just handed to me. 1500 is not that hard just takes a little time. Explorers and the huge 1500 pay off is great for the ones who cant find or don't want to grp.
    What about 3000? And with the next explorer area what if it's 5000?

    At a certain point it gets to be to much.

    I would be okay with 250 or even 500 between xp points but anything after that is to much to be worth it.

    I actually don't like the current 10, 25, 50, 100 set-up. Just make it 250 across the board for each xp step.
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  7. #7

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    Agreed.
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  8. #8
    Community Member Uproar's Avatar
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    100% agree.

  9. #9
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    Quote Originally Posted by JacknCoke View Post
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    I happen to like the way it is set up. Ya it takes 4ev4 to get that 1500 mark. I don't mind that. I don't like things just handed to me. 1500 is not that hard just takes a little time. Explorers and the huge 1500 pay off is great for the ones who cant find or don't want to grp.
    750-1500 isnt that bad, I Agree.. But what about 1500-3000? and then 5000, and then 7500? Needing to kill 2500 mobs to get ANYTHING is too much.

    the "Payoff" ends up being Exactly the same.... I Would think this would benefit Soloists more than people who group.. a Group of 6 can clear the orchard in 10-15 Minutes.(Less if yer all Casters) Recall, Reset the instance and do it again.... Solo.. It takes 30-45 Minutes to clear the whole thing.

    I'd be cool with 200-250 per tier as well... ANything more and it requires 2 Trips to see any benefit XP WIse.
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  10. #10
    Community Member Zenako's Avatar
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    seconded for the umpteenth time....

    The intervals should be reasonably large, but a lot smaller than those currently in place. 500 is probably a good compromise. SPlit the same EXP over the new intervals.

    If you make the intervals too small, it could actually act as a disincentive for capped characters to rerun the areas. RIght now they have some incentive to run them a bit and then slow down or stop when they get close to some big and useful break point.

    The upper levels of slayers give not just thousands of EXP, but many 10's of thousands of EXP. IF you know a level increase is coming, you want to stop short and save those easy EXP for later. Small intervals also provide a constant reminder to the lost EXP chances. The remaining boosts from something like a 500 point interval should be enough to work on getting close to as you close in on a level cap bump, but also not large enough to really really want to avoid wasting.
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  11. #11
    Community Member Club'in's Avatar
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    Good back and forth on the pros and cons. I'd say keep the lower end progression, then after 750 have it come to you in 500 slain chunks. A nice compromise.

  12. #12
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    I really dont think stopping at 2999 Kills so you can get 32,310XP For One Kill when the Level cap Goes up is "Working as Intended"

    Between the Vale and The Orchard, you can stage close to 100k XP in less than 5 Minutes worth of Work.
    (Of course, those are usually the people that Brag about getting to the new cap fastest, and the subsequently complain about the lack of content as well)
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  13. #13
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    It's fine the way it is now. Why should you get the same xp for killing the same amount of mobs each time? Why would you get the same benefit, the same experience - after killing 1000 of the same thing you just aren't going to be learning anything new and I think the XP intervals reflect that. And I think the developers instituted those rewards in that fashion for a reason - you get some easy XP up front, but eventually, it should start coming from the missions in that area (as far as the areas that have them go).

    I agree with the proposal as far as Cerulean Hills, WW, and Searing heights go due to the number of creatures you can find and the time it takes to kill them. In the Orchard however, you can clear 200+ creatures in a single pass that takes 20 minutes if you're dragging your feet.

    I just feel that after 1500 kills, XP gain should really come from quests, unless you grind away at it.

    As far as people staging their kill totals to rack in XP when new levels are released - ummm, who cares? What's the difference between that, killing a few giants in threnal, and running PoP/Crucible/new quests? You've earned your XP so why shouldn't you get it/

  14. #14
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    Quote Originally Posted by Blagrak View Post
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    It's fine the way it is now. Why should you get the same xp for killing the same amount of mobs each time? Why would you get the same benefit, the same experience - after killing 1000 of the same thing you just aren't going to be learning anything new and I think the XP intervals reflect that. And I think the developers instituted those rewards in that fashion for a reason - you get some easy XP up front, but eventually, it should start coming from the missions in that area (as far as the areas that have them go). Yeah, Like the Shroud? Where you can Farm over 10k XP doing 1-4 Runs Over and Over again without any Hit?

    I agree with the proposal as far as Cerulean Hills, WW, and Searing heights go due to the number of creatures you can find and the time it takes to kill them. In the Orchard however, you can clear 200+ creatures in a single pass that takes 20 minutes if you're dragging your feet. If your an Arcane or Cleric, I totally Agree.... What about the Melee? I dont bother soloing the Orchard or Vale on my Melee builds once I hit 20 Kills cause its just too Time consuming and not fun..... Yes, My Clerics can clear the Instance in 20 Minutes if I rush..... but t would take me a day and a half and a stack of 1000 Heal potions todo that on my Fighter.

    I just feel that after 1500 kills, XP gain should really come from quests, unless you grind away at it. Thats Fine for you..... But One of the benefits the of the Explorer areas the devs have toted since day 1 is SOloability.... Most melee Builds dont have a Prayer of Soloing high end Vale Quests.... and the Though of Soloing through 1500 Kills for XP just isnt apealing.

    As far as people staging their kill totals to rack in XP when new levels are released - ummm, who cares? What's the difference between that, killing a few giants in threnal, and running PoP/Crucible/new quests? You've earned your XP so why shouldn't you get it/
    Never said I had anything against folks that did that.. I just said its Probobly not what the devs had in mind when they set up the tiers. and I thinks theres a significant difference between 25xp for 1 Giant kill and 32,310 XP for killing one Rat.


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  15. #15

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    Quote Originally Posted by Blagrak View Post
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    It's fine the way it is now. Why should you get the same xp for killing the same amount of mobs each time? Why would you get the same benefit, the same experience - after killing 1000 of the same thing you just aren't going to be learning anything new and I think the XP intervals reflect that.
    It makes little sense. I'll take the Vale as an example:
    • Slay 10 natives of the Vale of Twilight: 285 XP - 28,5 XP per kill
    • Slay 25 natives of the Vale of Twilight: 526 XP - 35,1 XP per kill
    • Slay 50 natives of the Vale of Twilight: 855 XP - 34,2 XP per kill
    • Slay 100 natives of the Vale of Twilight: 1,452 XP - 29,0 XP per kill
    • Slay 200 natives of the Vale of Twilight: 2,550 XP - 25,5 XP per kill
    • Slay 400 natives of the Vale of Twilight: 4,710 XP - 23,6 XP per kill
    • Slay 750 natives of the Vale of Twilight: 8,120 XP - 23,2 XP per kill
    • Slay 1,500 natives of the Vale of Twilight: 17,217 XP - 23,0 XP per kill
    • Slay 3,000 natives of the Vale of Twilight: 35,190 XP - 23,5 XP per kill
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  16. #16
    Community Member Theboz's Avatar
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    dont agree


    poeple complain there is not enough to keep people busy between mods, wel this keeps me busy and while im capped im not wasting XP, thats what would happend if the tiers were lower for Xp in the explorer area.


    people who were capped would not go into the explorer areas, not until they raised the level cap, meaning there would be less people running the vale and other explorer areas and less people running quest.


    I already have 2 toons over 3000 and one 4500+ in the vale.

    Keeping it higher makes it feel like you worked for it, making it smaller would make it less of an accomplishment and you would never get the satifaction.


    A good analogy, lets say you are taking a trip with your kids and its a long trip, every 100 miles you hear," Are we there yet" and they will not shut up until you give them something(xp), does that teach them anything, nope. By the time they get to the destination. they would careless about where they were going, all they want is that hand out you gave them every 100 miles or so.


    This post sounds just like the little kids, saying to there parents, "Are we there Yet" over and over again, well learn self control and when you do finally get to the goal of 5000 or more kills it will feel much better then getting it every 100 or 200 or what ever.
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  17. #17
    Founder MageLL's Avatar
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    My last characters started in the vale at 12. To this date (already capped), he has not hit 3k mark on either slayer. I did other stuff of course, but the kill count required to get the xp is so high by the time you reach it, it is of no value. I actually don't mind the big payoff, but would not like to waste it. So a trickle xp or simply preventing capped players from progression on slayers would suffice until new levels are released.

  18. #18
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    Quote Originally Posted by Theboz View Post
    dont agree


    poeple complain there is not enough to keep people busy between mods, wel this keeps me busy and while im capped im not wasting XP, thats what would happend if the tiers were lower for Xp in the explorer area.


    people who were capped would not go into the explorer areas, not until they raised the level cap, meaning there would be less people running the vale and other explorer areas and less people running quest.


    I already have 2 toons over 3000 and one 4500+ in the vale.

    Keeping it higher makes it feel like you worked for it, making it smaller would make it less of an accomplishment and you would never get the satifaction.


    A good analogy, lets say you are taking a trip with your kids and its a long trip, every 100 miles you hear," Are we there yet" and they will not shut up until you give them something(xp), does that teach them anything, nope. By the time they get to the destination. they would careless about where they were going, all they want is that hand out you gave them every 100 miles or so.


    This post sounds just like the little kids, saying to there parents, "Are we there Yet" over and over again, well learn self control and when you do finally get to the goal of 5000 or more kills it will feel much better then getting it every 100 or 200 or what ever.
    Well, I see your point from a Capped Character perspective.... But for Players who arent capped its a grind. I have lots of capped characters and I'd rather lose 2k-4k xp at a time rather than 17k-32k Chunks....


    Seems to me the biggest opponants to this idea are the ones who only wish to save the XP for level cap raises......

    Quote Originally Posted by MageLL View Post
    My last characters started in the vale at 12. To this date (already capped), he has not hit 3k mark on either slayer. I did other stuff of course, but the kill count required to get the xp is so high by the time you reach it, it is of no value. I actually don't mind the big payoff, but would not like to waste it. So a trickle xp or simply preventing capped players from progression on slayers would suffice until new levels are released.
    Great Point and easy way to fix this for the XP issue the horders face...... Once your capped, Slayer Progression Stops... I suppose Explorer and Rare would have to continue, but that XP is minor compared to the slayers anyway.
    Last edited by Impaqt; 05-15-2008 at 03:16 PM.
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  19. #19
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by Impaqt View Post


    Great Point and easy way to fix this for the XP issue the horders face...... Once your capped, Slayer Progression Stops... I suppose Explorer and Rare would have to continue, but that XP is minor compared to the slayers anyway.
    Please dont try to take away a capped players ability to advance slayer counts. Its about the only non-loot run thing to do these days, and I personally enjoy it. Sure you might waste some exp, but theres so very much in every new module that it really shouldnt be a concern for anyone.
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  20. #20
    Founder MageLL's Avatar
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    Quote Originally Posted by Lithic View Post
    Please dont try to take away a capped players ability to advance slayer counts. Its about the only non-loot run thing to do these days, and I personally enjoy it. Sure you might waste some exp, but theres so very much in every new module that it really shouldnt be a concern for anyone.
    Okay you peeked my curiosity. You actually like watching the slayer numbers go up until they stop for no benifit?

    Would that be kinda like putting a jump counter on your character screen. You have jumped 5000 times. We are no longer counting your jumps.

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