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  1. #1
    FreeDeeOh PsychoBlonde's Avatar
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    Default Change Wilderness Area Milestones

    I like the wilderness areas in the game, I find them re****l. Unfortunately due to the way they work there's very little benefit to running them past a certain point because you're going to do a LOT of work for not very much XP.

    So, how about instead of having a progressive slayer where each rank takes more kills and gives more XP, have a flat slayer where every, oh, 25 or 50 or 75 kills (depending on the area) gives a flat amount of xp? Maybe have repetition penalty apply to it so you get -25% for every time you get a slayer completion in a given area. This will allow people to jump in and do some slayers for xp if they feel like it and still get benefit, but will prevent them from just endlessly grinding slayers to level up (not that they'd probably do this anyway--it'd be seriously boring).

    Rares still give XP on repetition, although the -67% is kind of harsh IMO. Maybe make this the same as other repetition penalties? -25% every time you do it on a given day? It'd be consistent, then. You can't get the big chunk for getting ALL the rares a second time, anyway.

    For explores, you could create a mini-quest that fires off when you first enter the explore area that gives you five or six or whatever random explores to re-visit for a single chunk of xp. Which you could throw repetition penalty onto.

    This would mean that explore areas don't stale out after a run or two, so if you're just bouncing around you can go churn some XP on your own no matter what's going on.

    Edit: that's the most hilarious redaction I've ever seen.
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  2. #2
    Hero AZgreentea's Avatar
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    While I agree that the milestones need to be closer together, I have to disagree on the "a lot of work for not very much XP" part. If you have some xp bonus running (guild, weekend, pots), you can use the top end milestones to get HUGE bonuses. For example, the top slayer in Orchard is 59,390 XP. If you end up with a 40% boost like I did at the time (ish), you would walk away with an extra 23,756 for a grand total of 83k XP.

    But back to the milestones. I like your idea of making the milestone a flat increment. They could keep the current XP/Kill ratio they have by adding major milestones. For example, you get your XP reward (allbeit a smaller reward) every 75, but at the major milestones of 250, 750, 1,500, 3k, ect the xp/kill ratio increases like it does currently. Then you can be rewarded more regularly for the slayer and still keep the nice XP available out there.

    I also like your idea with the rares.
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  3. #3
    Hero JOTMON's Avatar
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    Nothing wrong with the XP, slayers are easy XP that you can run solo or grouped anytime.

    don't like the XP then don't run the slayers.. but really,,,,

    High road
    - 5,000 slayers netted me 333,000xp
    -7,500 slayers worked out to 454,000xp.

    Pretty good XP as far as I am concerned.
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  4. #4
    FreeDeeOh PsychoBlonde's Avatar
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    And how long did it take to get 7,500 slayers?

    The flat amount is irrelevant. What counts is how long it takes you to get it compared with how long it takes to get a comparable amount of xp doing something else.

    In a full run around King's Forest (which takes 40+ minutes) I usually average around 400 slayers. It's 2500 kills to get from the 5000 to 7500 milestone, so at my average rate that's about 6 hours worth of work to get . . . 200k xp. On epic difficulty. When I'm doing my level I've done 16 hour days where I pulled 2.1 million xp out of HEROIC questing, which is roughly equivalent to 4.2 million epic xp. So, I'm trading 1.575 million approximately for 200k if I decide to grind slayers instead of quest.

    That's not just a bad tradeoff, that's *ludicrous*.
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  5. #5
    Hero AZgreentea's Avatar
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    Quote Originally Posted by PsychoBlonde View Post
    And how long did it take to get 7,500 slayers?

    The flat amount is irrelevant. What counts is how long it takes you to get it compared with how long it takes to get a comparable amount of xp doing something else.

    In a full run around King's Forest (which takes 40+ minutes) I usually average around 400 slayers. It's 2500 kills to get from the 5000 to 7500 milestone, so at my average rate that's about 6 hours worth of work to get . . . 200k xp. On epic difficulty. When I'm doing my level I've done 16 hour days where I pulled 2.1 million xp out of HEROIC questing, which is roughly equivalent to 4.2 million epic xp. So, I'm trading 1.575 million approximately for 200k if I decide to grind slayers instead of quest.

    That's not just a bad tradeoff, that's *ludicrous*.
    True, its better to run quests than wilderness area's for xp/min. However, what if you dont have time for a quest or you are not in the mood?

    I have about 20-30 min in the morning when I have a bit of time to game before I head to work. I use that time to run alts through wilderness area's, so they dont languish. Since I am a casual gamer (2-5 hours a week above the 20 min in the morning) the wilderness area xp lets me work on alts.

    I could not run a quest in that space of time. It takes me a minimum of about 30 min to run any quest I am familiar with solo. Longer if its a high level quest.
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  6. #6
    FreeDeeOh PsychoBlonde's Avatar
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    Quote Originally Posted by AZgreentea View Post
    True, its better to run quests than wilderness area's for xp/min. However, what if you dont have time for a quest or you are not in the mood?

    I have about 20-30 min in the morning when I have a bit of time to game before I head to work. I use that time to run alts through wilderness area's, so they dont languish. Since I am a casual gamer (2-5 hours a week above the 20 min in the morning) the wilderness area xp lets me work on alts.

    I could not run a quest in that space of time. It takes me a minimum of about 30 min to run any quest I am familiar with solo. Longer if its a high level quest.
    I don't see how this is relevant--I'm asking to PROMOTE this style of play by making everything in the wilderness area repeatable and lessening the gap between slayer rewards. If you only have 20 minutes to play, why not spend them actually getting some xp instead of laboriously working toward a reward you won't see for weeks?

    I love wilderness areas. They are beautiful. But the ultimate problem is that they don't stay profitable past the first run through them. I can't imagine why you'd complain at making your playstyle MORE viable. You'd PREFER it stay bad?
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  7. #7
    Community Member Charononus's Avatar
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    Problem I see is that the mobs are so unbelievably weak that it would create a situation that would promote botting. Maybe if the mob stats were jacked up to elite or at least non casual level difficulty.

  8. #8
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    I have the same problem with explorer zones, I wish there was a per-session slayer deed count so that slayer XP was a little more quantified, and you didn't haive to make 2500 more kills before you saw the benefit. My idea I suggested was to have randomized linear (and scaling) dungeons with per-session slayer counts....

    I think the problem with having per-session in existing adventure zones is that groups share kills. So, yes, solo it would be a nice alternative for XP that was less efficient than quests but still practical...but if you get a group of 6, and everyone goes off in a different direction, you can burn through those per-session and per-character slayer goals REAL fast, and you'd likely earn faster XP/hour doing that then actual questing, which of course subverts the whole point of the game

    Also, if you were doing it in such an organized way, then Slayer Boosts essentially become a second stacking XP Boost, because rather than just help you reach a one-time goal faster, it lets you hit repeatable goals faster, or reach a higher repeatable goal before resetting and repeating.
    Last edited by droid327; 08-07-2013 at 02:28 AM.

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