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
AA abilities
# Feb 16 2008 at 11:43 PM Rating: Decent
2 posts
AS a person that has been playing for more than 9 years one this has annoyed me and that's DC like of AA i mean necro's get undead druids animals, chanters everything so why not let mages have elementals? that way all those specific classes to the enviournment around them get all the same chances i mean sure mages get a kick a$$ pet that can pretty much solo but it would be fun and enjoyable if they got the same chances as every other enviournmental class
AA abilities
# Feb 17 2008 at 8:41 PM Rating: Decent
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176 posts
umm If I'm correct there is an aa for elementals.Look into your aa's sometime b4 posting!
AA abilities
# Feb 18 2008 at 4:47 AM Rating: Decent
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485 posts
He was referring to the Dire Charm AA that Druids and Enchanters get, not the elemental forms. Mages get one charm at level 65 that will charm an elemental up to level 60, and it generally breaks early. That's it. I'd like to see more of this, but I don't think it's likely to happen. I'd also like to see more element-based spells, since mages are supposed to be elementalists. Y'know... Earth, Air, Fire, Water? Not Fire, Magic...

Anyhoo, back on topic, I think this is a good change. Yes, those of us that slogged through the AAs as they were years ago remember those gruelling hours. But you know what? Do YOU want to repeat that with an alt? I sure as hell don't. Being able to quickly grind a few AAs in a session is a nice concept as a casual gamer with several alts.
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Jiriki Saonserei, 110/25k AA Wood Elf Ranger
Anadriel Starfire, 99/8k AA High Elf Mage
Odran Kegslayer, 96/6k AA Dwarf Berserker
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