New Group Bonuses Being Tested

Check out today's patch message for the test server. With today's patch, there is a new group experience bonus being tried out. This will significantly change how group experience works in Everquest. Here is the description provided in the patch message: May 27th, 2003 ------------------------- ** Experience System Change - Grouping ** We've made some improvements to the way experience is rewarded in all of EverQuest. At its core, the idea is to positively reinforce grouping. There should never be any penalty to adding "that sixth person over there," whatever class they may be, into your group. That is exactly the type of behavior that should be rewarded. In a massively multi-player game, any mechanic that penalizes those who group is one that we need to take a serious look at. While there are definite benefits to forming "well balanced" groups in terms of damage, tanking, healing, and support, there shouldn't be an active penalty to those who cannot find groups of "optimal" balance. As it stands in EverQuest, groups gain a 2% to 20% experience bonus, which we refer to as the "group bonus", for having two to six members. In practice, however, this has never been much of a bonus, even in the case of a full group, given that the experience was already being divided six ways. In the past, we had also attempted to reward people for adventuring in the more challenging Planes of Power zones by making those zones give a better rate of experience. As of this update, groups now gain 20% to 80% "group bonus" experience for having two to five members. Full, six-person, groups now see an additional bonus. Their experience is only divided five ways, yet they still gain the 80% "group bonus." For those who think in terms of pie charts, it amounts to a larger piece of a larger pie. Accordingly, the bonus inherent to Planes of Power zones will be decreased slightly. However, as long as person is grouped with at least one other, they will see an improvement in experience gain over the old system. The one down side to the new system is that there will be a slight decrease in experience for those who do not group, and only for those who do so in Planes of Power zones. We realize that we are, essentially, "manufacturing" a new type of experience after a kill. As players, we also understand it is the people who spend time in full groups who have to deal with the most interruptions and setup time caused by organizing the extra people. It simply makes sense to reward that extra time, especially if it means bringing more people together. After all, that's the whole point. We look forward to seeing how these changes play out on Test Server. ** Experience System Change - Level 60+ ** In addition to the above changes, we have increased the range of NPC levels that give a person experience after they reach level 60. The "blue to 65" range has been increased as far as level 50, with the "light blue" range extending to level 45. The best benefits, however, are still for fighting things around and above your level. The world of EverQuest, at this point in its history, is truly immense and full of the best and most interesting content and visuals out there. Ideally, when a person logs on they should have a wide array of places in which to adventure. The addition of new content shouldn't entirely obsolete what already exists. Hopefully these changes will once again make that the case. - The EverQuest Development Team

Comments

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Reason for exp nerf
# May 28 2003 at 8:31 PM Rating: Default
Most likely the reason for the PoP exp nerf is to slow down players from reaching level 65. Once players reach that objective, many of them lose interest in the game. They have accomplished their big goal and its over now. If they drop out, obviously that's lost revenue for SOE. It has been a continual battle for SOE to retain the interest of high end players. Slowing down the high end exp serves to give them a little more breathing room before it becomes too crowded at the top.
RE: Reason for exp nerf
# May 29 2003 at 12:50 PM Rating: Default
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214 posts
Except that they're not slowing it down, they're speeding it up: At the high end, it's almost a necessity to be in a group. My suspicion on this is that they're just trying to cut down on the noise from people who're complaining that too few players have the phat lewt that comes either directly or indirectly from the upper tier planes, or that they're incensed because they paid for all of PoP but they only get to see 6 of the zones because they haven't been flagged yet.

-aye
RE: Reason for exp nerf
# May 29 2003 at 8:12 PM Rating: Decent
How many people that are level 60+ do you know that aren't flagged for the second tier planes? I don't know many. The ones that I do know just havent taken the time to do it. There are always people looking to do specifically that, get flagged or get other people flagged.

I bought PoP the week it came out. Why? It sure wasn't because I was high enough level or in an UBER enough guild at the time to go exploring all these new zones. It was because I knew eventually I would be and because of the new content. Am I complaining because I don't have the loot from these zones? No. If you aren't able to adventure there yet, for whatever reason, why would you complain? Everybody isn't always looking for handouts like you say we are. Most people prefer to work for their achievements. Sure I spent my money, you spent yours, they spent theirs. I don't think that people are complaining or even expect to be able to go to these places unless they have put the work in to get to these zones. You don't see them opening up the doors to Vex Thal do you?? And that zone is on LUCLIN.. They had tier 2 and 3 planes closed to begin with probably as a bonus for Higher End players and the Uber guilds who HAVE put in the time to have a chance to explore places, do things and have gear that nobody else had seen or done. It has been 8 months and these players and guilds are on to bigger and better things. Now it is time to open up the Non-Elemental planes and allow everybody to enjoy and explore these new zones. I have a feeling that the Elementals, like some of the higher dungeons, will still require being flagged for a LONG time if not forever.

Edited, Thu Jun 5 02:22:17 2003
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"In silence man can most readily preserve his integrity."
RE: Reason for exp nerf
# May 29 2003 at 11:16 AM Rating: Decent
11 posts
First off your very worng. When 50 was the max lvl, pepole that hit 50 did not quite. There where Items to get, Dragons to kill, and your freinds to hang out with and help. When they let us go to 60, pepole hit 60, and did not quite. There where more quest, and more places to explore, more dragons to kill, and as always your firends where still in game. Then they came out with AA points. Pepole got the ones they wanted, and still played teh game. Same as above. They let us get to 65 and added 2 new pages of AA's. Yet we will still play. WHY? It's not to hit lvl 65, it's to Kill them dragons/High end mobs/Gods. It's to get, or help get your freind some new armor. It's to hang out with your freinds. So no there not going to loss players that have hit 65 and 300 aa's. Cuase thats not what really matters to most players, thats not there full goal from this game.

Aadwen Cracked, Mixed Nuts, CT, Lvl 65 Chanter

P.S. I'm still playing
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