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  1. #1
    Community Member Dispel's Avatar
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    Arrow Improve Slayer Ar(eas) <-Plz.

    Please divide up the XP for X-amount of kills and place it into each individual kill!!! D;

    http://ddowiki.com/page/The_Vale_of_Twilight shows about how much each kill should be worth.

    That way, you can just kill whenever you want and not worry about kill count.

  2. #2
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by Dispel View Post
    Please divide up the XP for X-amount of kills and place it into each individual kill!!! D;

    http://ddowiki.com/page/The_Vale_of_Twilight shows about how much each kill should be worth.

    That way, you can just kill whenever you want and not worry about kill count.
    If they did, in the vale (according to your link) would average out about 24.8xp/kill, where as the first 200 kills is actually 38.3xk/kill (the numbers on the wiki seem slightly off for some reason, unless I miss added myself).

    Thats a DROP of xp/kill by 25%. Now you might say "But Star, if you get over 200 kills, but less than 400, you get more!", which can be true. In this example, you would need to go to 310 kills to be ahead of the exp you would gain right now at 200 kills (about 55% more kills). Sounds like alot more work for the same gain, though the gap does shrink if you think you will hit the higher benchmarks. To equal the 400 benchmark in the vale, you would need 515 kills (about 27% more) to equal today's system.

    For the majority of leveling players, we hit the first 200 at most of any area before we outlevel it and move on (maybe 400 in the orchard). On behalf of them, I say /notsigned, as we don't want our slayer exp nerfed.
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  3. #3
    Founder Kushiel's Avatar
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    Default Slayer Values

    I'm not a number-crunching/mathy/spreadsheeting sort... so I'm not going to try to take a look at the ways the numbers would shake out on a per/kill basis versus the overall target chunks.

    I don't think I'm the only one, though, who does "grind" slayers in several areas up through the allowed cap... and I'll go ahead and chime in on if not being wholly convinced that a per/kill is "better" - I'd at least like to see a finer resolution on the breakdown of some of the target chunks.

    It is a bit of a jog from 750 to 1500 with no pleasing influx of XP.
    It is a long walk up from 1500 to 3000 with little feeling of advancement (especially in some areas).
    It is a daunting journey to get from 3000 to the next highest point and feel that excitement of an impending level change (but it is a *sweet* thing to see that big number roll in - especially when one has a bonus pot going (and remembers to put on Mantle or Voice).

    Kinda leaning towards positive reaction to the idea... but would like to see a Dev's thoughts about how/if (any) changes would be applied before really saying "That's a Great Idea!"

  4. #4
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    It would increase server load. Instead of just doing "kill_count++" they'd have to do that AND "player_XP + (area_xp * xp_penalty)" for every single kill and each player in the group.

  5. #5
    Community Member Dispel's Avatar
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    Quote Originally Posted by lame_name View Post
    It would increase server load. Instead of just doing "kill_count++" they'd have to do that AND "player_XP + (area_xp * xp_penalty)" for every single kill and each player in the group.
    Hey... that's true. Wait, not really. Not too bad, because they have to store the kill_count++ anyway.

    Storing the XP won't be too much. I mean, we're not on *that* bad of servers. I think it'd work out.

  6. #6
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    Quote Originally Posted by Dispel View Post
    Hey... that's true. Wait, not really. Not too bad, because they have to store the kill_count++ anyway.

    Storing the XP won't be too much. I mean, we're not on *that* bad of servers. I think it'd work out.
    I can't know for sure how good the server would handle it, but seeing the recent lag and long connection times (and the lags we had in the past) i find it save to assume the servers are not infinitely powerful. And i'm not saying they can not do it, either. But the cost compared to the current system is possibly close to an increase of perhaps 300-400%. Just saying it could add up with the other problems we seem to experience.

    But yeah, if one could rule out further performance issues, i too would favour a system like the OP suggested.

  7. #7
    Community Member Dispel's Avatar
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    Quote Originally Posted by lame_name View Post
    I can't know for sure how good the server would handle it, but seeing the recent lag and long connection times (and the lags we had in the past) i find it save to assume the servers are not infinitely powerful. And i'm not saying they can not do it, either. But the cost compared to the current system is possibly close to an increase of perhaps 300-400%. Just saying it could add up with the other problems we seem to experience.

    But yeah, if one could rule out further performance issues, i too would favour a system like the OP suggested.
    They could fix something else that causes lag, then implement this. ;D

    Besides, not a ton of people doing slayers 24/7 anyway... But there might be if this was implemented!

    :O

  8. #8
    Community Member barryman5000's Avatar
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    Quote Originally Posted by lame_name View Post
    It would increase server load. Instead of just doing "kill_count++" they'd have to do that AND "player_XP + (area_xp * xp_penalty)" for every single kill and each player in the group.
    If the servers have a problem doing simple addition then they need to remove guild renown which adds stuff all the time for all kinds of reasons. This is not the reason for xp per a kill.

    The reason for the way the slayers are like they are now (I believe) had something to do with the "instanced" quest completion. Everything in DDO requires a completion of an objective to get xp.

    Reading the above, it would seem I am against xp per kill. I'm not I feel that when I am helping friends get some slayers and we hit a benchmark for them, I am stuck at 580. That does me no good and feels like a waste.

  9. #9
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    People only do 200 and then quit the slayer area because the XP/min is not efficient once you go past 200.

    Many hit 400.. even 750.. but going past that 750 mark is just stupid painful.

    I dont think we need to go to every kill gets XP, but I would love to see the tiers get reworked. you should be able to get xp every time you go out into a slayer area.... thousands of kills between xp rewards makes no sense.
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  10. #10
    Community Member FlyingTurtle's Avatar
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    It's just lazy coding. DDO is designed to give XP upon completion of objectives. To give sliding XP would require that many objectives in the old system.

    But seriously, there's no reason why we need to use that stupid exponential scale rather than a linear one. Just grant XP every 200 kills after the first 200.

  11. #11
    Community Member Dispel's Avatar
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    Quote Originally Posted by FlyingTurtle View Post
    Just grant XP every 200 kills after the first 200.
    Something like this, too, could work. Or even ever 300, or 500, whatever.. just make each one more easily obtainable.

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