cast 'revive' old exp zones (idea not orginal)

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oteb
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cast 'revive' old exp zones (idea not orginal)

Postby oteb » Sat Oct 02, 2004 1:15 pm

Seen i on another mud.
There were random events that multiplied exp in neglected exp zones for a period of time.
It wouldnt be hard to code i imagine just multipliing exp on mobs within certain vnum limit.
On mud i seen it as a broadcasted global somthing along the lines of Xp doubled in zone x for next 1h. It would suck for toril but maybe we could have it shouted by town criers.
Town crier shouts 'Lord P calls all men at arms to smite evil lurking in the temple of Blipdoolpoolp. Rewards of adventurers who join the crusade before end of Flamerule'

Pro:
-exp groups moving around the mud instead of just doing ds circles
-more varied exping
-noobies learning the mud a bit

Con
-exp when multiplied would have to be better than ds. Maybe it would be easy.
-?

what ya think?
You group-say 'who is da red shape?'
A red shape group-says 'I'm a shape'
Artmar
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Postby Artmar » Sat Oct 02, 2004 2:10 pm

To address that "better XP than DS" point:
in addition to xp being increased in neglected zones, XP in overcrowded zones could also be decreased over time (until the zone is left alone for a while)
Hyldryn
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Postby Hyldryn » Sat Oct 02, 2004 4:28 pm

1 hour of Blip XP? Taking in account the time it takes to get to the mobs big enuff to count as XP. Blech.
oteb
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Postby oteb » Sat Oct 02, 2004 5:06 pm

1h was given just as quote from another mud where you could cross whole world in 10 minutes.
It would have to be adjusted for toril standards.
You group-say 'who is da red shape?'

A red shape group-says 'I'm a shape'
Vena
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Postby Vena » Sat Oct 02, 2004 6:52 pm

How about every boot just be a different exp zone has a bonus. Or have the list of exp zones with bonuses continue to grow over the boot... getting into a groove is the hardest part of exp, it takes time, it takes people who are focused on exp... sure its like 15 hours for a month, but it would suck to get there get established then have the month end.
Sarell
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Postby Sarell » Sun Oct 03, 2004 5:57 am

could be a bit of fun, first tho, upgrade trophy downgrade exp tables :9

I imagine the very experienced players who could get there first would benefit more than the newer players dying to get there.
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Birile
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Postby Birile » Mon Oct 04, 2004 3:02 pm

Would also help with the doldrum of exping in general. I like the idea.
moritheil
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Postby moritheil » Thu Oct 07, 2004 5:47 am

Hyldryn wrote:1 hour of Blip XP? Taking in account the time it takes to get to the mobs big enuff to count as XP. Blech.


Heh, the last Blip run I was in took five hours.

PS - it was led by Rivan. *still* looking for Rivan :P
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Teyaha
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Postby Teyaha » Wed Oct 13, 2004 9:30 am

hp mobs were made harder, lots of them are warrior mobs.

but the xp is nearly the same as the toril days after it's two nerfs.


i'm sure there are other examples of this.
Klurg
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Postby Klurg » Wed Nov 17, 2004 4:28 pm

How about exp bonuses for bigger groups so people actually get invited into groups and not turned down. Tone down the exp per mob a bit and give solo exp to all in the group +percentage based on the group size! Voila!
rer
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Postby rer » Wed Nov 17, 2004 8:20 pm

Wow, solo exp in DS? You'd have characters hitting 50 in !time! Considering a lvl 26 shaman or mentalist can solo ferns for 20% xp, you give that same exp + a grouping bonus, and all of a sudden you have a ton of low level characters just smacking the crap outta ferns til the group gets big enuf to hit all of DS.
Klurg
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Postby Klurg » Wed Nov 17, 2004 8:33 pm

U may re-read my post young padawan I clearly said to adjust the exp per mob to accomodate this change and make it even more group friendly.
rer
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Postby rer » Wed Nov 17, 2004 9:33 pm

DOH! Missed the "Tone down exp per mob" bit. Of course, I rather like doing exp solo - with the amount that rogues, etc. afk during exp, you might as well be soloing anyway...
Drache
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Postby Drache » Thu Nov 18, 2004 1:22 am

Klurg wrote:How about exp bonuses for bigger groups so people actually get invited into groups and not turned down. Tone down the exp per mob a bit and give solo exp to all in the group +percentage based on the group size! Voila!


AMEN! At least in Diablo II on Bnet you can hit high level in a day. I don't see anything wrong with keeping the embarassment of asking a group to join, then they say 'I would, but group won't let me' bullcrap going. Xp sux. The mud is fun. Xp is mindless. There's no need for it to be this way. Having bonus would encourage larger groups, at least you can shoot the crap then.
Drache
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Postby Drache » Thu Nov 18, 2004 9:17 pm

I'm curious how others feel to the idea almost straight out of a certain PC game :P

You are in town and donate to a guildmaster, x coins, and for awhile 'Your experience serves you well' . . . Y'all get the idea. Make the level of the player related to the cost of the donation/gain.

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