Evolution of EXP Zones: Upgrade Idea.

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Joth
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Location: Fairfax

Evolution of EXP Zones: Upgrade Idea.

Postby Joth » Tue Oct 28, 2003 9:05 pm

Well a friend and I were talking the other day about how hard it is to find an exp group. One of the possible suggestions we thought of was creating a zone that actually accommodates at minimum 5 characters to a maximum of 8-10, and levels ranger 26-36. The zone system would consists of 2 to 3 warrior type mobs that assist each other for levels 26-31, and levels 31-36 one caster mob accompanied by one or two warrior type mob.

The zone would also have to be claimed, similar to equipment zones. So the first 5 persons group to reach the zone will have the entire zone to themselves. The other aspect to this is also that these types of zones will have built in quest, where the members of the group get award a substantial amount of experience. So instead of zoning for exp they are zoning to complete the quest and get the experience bonus. In addition, the zone quest can only be done once per boot, and the zone would be anywhere from 2-4 hours.

The average size group would be 6-8 people, and it would be an issue about adding people. Once the group get above 8, the exp bonus could be reduce a little but once above 10 there would be major reduction in the exp quest bonus.

We also imagined that this new exp zone would also help develop the skills the new players need for high level zoning. The group that we image would be 2 tank types, 1 cleric, 2 mage types, and what ever else is needed.

The zone could start out like a huge grid, with a castle or something in middle of it. The grid exp would be ideal for 26-30, and the castle would be for idea characters 31-36. And the system would be that they killed all the specified mobs or completion of a task. So their would be two major exp quests in the zone, that could be done only time per boot, and if the a group of lower levels could actually join the group of upper levels to help in completing the castle.

Finally this same system could be applied to level 36-46, where you have an exp group of 5-10 people. The zone would be something similar to say City of Brass, the mobs are more mobile and such.

Well any comments are welcome.
old depok
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Postby old depok » Tue Oct 28, 2003 9:34 pm

This is a good idea and is similar to the exp zone you will find south of WD. That exp zone is set up to try to teach you how to zone and presents a number of typical zoning scenarios that must be overcome to win the reward. The reward in this case is not additional exp but an item.

I like the idea of additional exp for completing a quest of some type.

Keep up the good ideas.
Dalar
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Joined: Sun Feb 25, 2001 6:01 am

Postby Dalar » Tue Oct 28, 2003 9:48 pm

or, you could just give exp bonuses per person in group:
1 person 100%
2 people 120% split 2 ways
3 people 140% split 3 ways
X people 100% + 20x% split X ways.

you never need more than 4 people to exp.
It will be fixed in Toril 2.0.
Aremat group-says 'tanks i highly suggest investing 20 silver in training weapons from cm to cut down on the losing scales to shield'
Joth
Sojourner
Posts: 141
Joined: Thu Feb 01, 2001 6:01 am
Location: Fairfax

Postby Joth » Tue Oct 28, 2003 9:58 pm

Dalar,

That is the whole point is to have more then 4 people to exp :). In addition exp wouldn't increase as more people joined would be the same from 5-8 and a little less from 9-10, and then start dramaticly being reduced.

But again the main point is to create an envirnoment where you have people lower levels zoning for exp.
irta
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Posts: 123
Joined: Sat Apr 12, 2003 4:34 pm

Postby irta » Tue Oct 28, 2003 11:04 pm

old depok wrote:This is a good idea and is similar to the exp zone you will find south of WD. That exp zone is set up to try to teach you how to zone and presents a number of typical zoning scenarios that must be overcome to win the reward. The reward in this case is not additional exp but an item.

I like the idea of additional exp for completing a quest of some type.

Keep up the good ideas.


That cemetary rocks. It would rock even more if the prize was changed to substantial xp. But, of course, that helps only this one zone. Zones should be better xp in general. Variety should be a lot more important too. And, make trophies above 3.0 end all xp gained from killing the mob instead of merely being a nuisance. This should get people out exploring the world a bit more.

the Irta

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