Changes to AA Experience

Earlier this week EverQuest Designer Nodyin made a post on SOE's forums about upcoming changes to the way AA experience is gained:

One of the most common topics of discussion on these boards has to do with AAs - gaining them, using them and how many you "need" to be viable in a group or raid setting. As time passes and expansions are released the total number of AAs that are available to each class grows, as does the number of AAs that are considered "core" by each class. Anyone who has played EverQuest for very long can realize how important a few hundred well-spent AA can be for any player of sufficient level. As great as the AA system is, however, it presents an ever growing barrier to new players or current players who might like to try a new class for a different experience or perspective. The hill, to put it simply, is simply too high to climb for many people.
 
To address this we're going to introduce the same type of experience scaling in the AA system that exists with levels. Just like level 1 is a lot easier to get than level 80 is we're going to change how AA experience works so that the first AAs you earn will come faster than the last AA you earn to reach the cap. This change should make it a lot easier for players climbing the levels to gain key AAs and advance to the point that they can interact with friends (new or old) that have more established characters.
 
What we've done is put together a very flexible, data-driven system that we can adjust as expansions are released or in response to changing circumstances. The way the system works is that we'll be able to create point ranges (with a minimum number of AAs earned and a maximum number) that will have a multiplier assigned to it. So you'll get the amount of experience you would have gotten prior to this change, but then that experience is increased by this multiplier.
 
So for AA #XYZ your multiplier might be 2.0. Before the change you would have gotten 500 experience. After the change it would be 500 x 2, or 1000 experience. Simple, right?
 
The higher you go in AA totals the lower the multiplier will be until eventually it will reach the 1.0 mark and AA experience will return to "normal". AA experience is already normalized by level to be equal to the same number of even-con kills no matter what your level is and this system will work with that. No matter where you are in terms of level you'll see the same bonus based on your AA count.
 
Based on the data we collected a few months ago and looking at where we're putting the 1.0 mark the vast majority of players will see a boost in the rate that they earn AAs with those at the low end of the AA count seeing the largest boost. As I mentioned above we're able to nimbly change the shape of the curve and as we release new expansions that push forward the total number of AAs that exist we will be changing the shape of the curve, including the point where AA experience returns to normal. So we'll be attempting to continue to support new players and returning veterans going forward with the AA system.

Comments

Post CommentRoot Thread
Nothing in isolation
# Feb 16 2008 at 7:26 AM Rating: Good
Avatar
****
4,549 posts
Some interesting points made on this forum, as well as the O-board one that I gave up on 26 pages in...

1. This change is a hook to keep the casuals, new and alts progressing past the point of abandonment. You still have to grind out the AA. The normalisation point will likely not be that close to uber 2k AA --so the elite are still elite.

This is necessary because new content is already tuned for 300-400 aa. Next expansion will add more AA, more levels and probably zones that require 600 aa just to survive a pull.

2. The game is 9 years old. If you think people should have to play 9 years to see current content then you are asking for the game to die.

3. Casuals and Hardcore (this change isn't about group vs. raider as some like to portray) pay the same. However, casuals use way less bandwidth and cost minimal in the research and development of new content (as they are not bleeding edge). This change is a bone thrown to the people that create the economics that allow them to continue to develop the game for hardcore raiders.

If they stop making new content the raiders will quit. Sony could invest nothing in the game for several years after that and still rake in casual account fees (even when there is only one server left). This change says Sony want to maintain and maybe even grow this great game.

4. This change makes it more likely of casuals becoming hardcore.

5. It would certainly be reasonable for most or all of the level 85 AA to required 1500 aa to purchase. It would be just as reasonable for 1000 AA to be prequisite to ding level 81 and so on. All of these things (and the numerous other examples of "veteran compensation" are separate issue from this change and its intentions.
Nothing in isolation
# Feb 18 2008 at 2:07 PM Rating: Decent
5 posts
Couldnt agree more
Post Comment

Free account required to post

You must log in or create an account to post messages.