Minimum EXP

Skult

Skult

Academy Page

Join Date: Mar 2005

Vancouver BC Canada

Army of Ascension

W/Mo

Far be it for me to complain ( ) but one thing that bugs me are NPC mobs that are well below your level that still have the ability to seriously injure you if you are overwhelmed: You still have to fight them due to the auto agro but after all your efforts and time wasted in having to kill them all, you get 0 exp in return!

Personally I feel if something attacks me and can damage me, I should be rewarded a few minimum experience points for having to kill anything stupid enough to attack some one 8 lvl higher or these creatures just shouldn't agro as you walk by.

I am close to lvl 12 and I am tired of having every level 3 and 4 NPC chargeing me just because I am doing a little sight seeing...

Pharalon

Pharalon

Beta Tester

Join Date: Jan 2005

Carebear Club

The XP dropoff is there to prevent leveling bots. As soon as you start giving minimum amounts of XP regardless of lvl, you'll have bots leveling people to 20 in pre-searing within the day.

It would be nice if lvl difference inhibited agro in explorable areas though, but there aresome drawbacks to that as well.

FrodoFraggins

Academy Page

Join Date: Apr 2005

At least they still drop loot.

Skult

Skult

Academy Page

Join Date: Mar 2005

Vancouver BC Canada

Army of Ascension

W/Mo

Quote:
Originally Posted by Pharalon

It would be nice if lvl difference inhibited agro in explorable areas though, but there aresome drawbacks to that as well.
Thanks for the explanation - but what drawbacks are you referring too?

The obvious drawback for me not having "lvl difference inhibited agro" or LDIA as I like to refer to it ( ) is I will not venture out to explore areas I know to contain lower level NPC's because it is just plain annoying and all that wonderful landscape rendering and hard work the map artists put into it just goes to waste...

Jab

Frost Gate Guardian

Join Date: May 2005

Perhaps if the agro circle you have goes up or down depending on the area your in. Like if your lvl 12 or 13 running around a lvl 3 zone your circle is going to be smaller then if your in a lvl 8 or 9 zone.

chowdah

Academy Page

Join Date: Apr 2005

Victoria, BC, Canada

Friday Night Fire Fight

W/Mo

They just need to do it like some other games have it - anything around -3 or 4 to the players level just ignore the player.

I loath having to fight level 6s for no XP when 4 or 5 of them can kill me. Is there no risk vs reward set up in this game?

Tyveil

Frost Gate Guardian

Join Date: Apr 2005

There is nothing more annoying then getting killed by a swarm of 6+ mobs that would award 0 XP just because you're trying to hurry through the area. I agree they should either give some XP or not agro.

Flatliner

Frost Gate Guardian

Join Date: May 2005

Legion of Gallantry

E/Me

I wouldn't mind seeing the low level monsters run from me if they see me.. At least if you outlevel them by 10 levels or something.

Rizzen Khalazar

Rizzen Khalazar

Krytan Explorer

Join Date: Apr 2005

Salt Lake City

Quote:
Originally Posted by Flatliner
I wouldn't mind seeing the low level monsters run from me if they see me.. At least if you outlevel them by 10 levels or something.
EQ2 has a good idea, the mobs cower from you, its pretty cool seeing a skeleton cower into a corner..hehe

Deagol

Deagol

Krytan Explorer

Join Date: Apr 2005

Denmark

As far as I can determine, the 0 xp monsters won't attack you unless you attack them, or they are bound to another (higher xp) monster that attacks you.

Zai

Zai

Krytan Explorer

Join Date: Apr 2005

They still drop loot.

Exp doesn't mean anything.

Zek

Ascalonian Squire

Join Date: Apr 2005

I don't think it's a good idea to give higher level characters a completely free pass through all the lowbie zones. When you really don't have anything to do in a zone then there is no reason at all that you need to travel through it, so what's the problem?

Skult

Skult

Academy Page

Join Date: Mar 2005

Vancouver BC Canada

Army of Ascension

W/Mo

Quote:
Originally Posted by Zek
I don't think it's a good idea to give higher level characters a completely free pass through all the lowbie zones. When you really don't have anything to do in a zone then there is no reason at all that you need to travel through it, so what's the problem?
I bought the game, I own the land (so to speak)...I want to be able towalk about exploring, not for loot, not for exp, just to go sight seeing whether its a newbie zone or not without haing to aggro and fight usless NPC's every 30 feet.

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by Zek
I don't think it's a good idea to give higher level characters a completely free pass through all the lowbie zones. When you really don't have anything to do in a zone then there is no reason at all that you need to travel through it, so what's the problem?
The problem is that if you want to go back and do a few low-level quests, or explore the area, you have to fight everyone and their mother. You have the potential of death, or starting over, while the monsters give no xp. It is time consuming and above all, BORING! It is boring when you are lvl 12 to fight yet another horde of Scorpions/Devourers/Gargoyles endlessly as you walk through Old Ascalon to see if there any collectors hiding out there, (or to visit the crafter) for example. All for 0 xp. I would like to see the aggro fade as you gain more levels above the monsters.
I don't want min xp, I think that opens up the door to Bots (d2, anyone?)

Skult

Skult

Academy Page

Join Date: Mar 2005

Vancouver BC Canada

Army of Ascension

W/Mo

Quote:
Originally Posted by Zai
They still drop loot.

Exp doesn't mean anything.
Loot in low level areas is nothing to get excited about -whoopee 6 gps or a non-magical 3-4 axe... I certainly didn't start this thread because of the difficulties of acquiring newbie loot at lvl 12...

Skult

Skult

Academy Page

Join Date: Mar 2005

Vancouver BC Canada

Army of Ascension

W/Mo

Quote:
Originally Posted by Deagol
As far as I can determine, the 0 xp monsters won't attack you unless you attack them, or they are bound to another (higher xp) monster that attacks you.
Last night at lvl 11 I aggro a lvl 1 Crimson Devourer which popped up from the ground as I approached...

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by Zai
They still drop loot.

Exp doesn't mean anything.
yeah, that 3 gold those low-level monsters dropped is SOMETHING, but not worthwhile for anyone over a certain level.

Zai

Zai

Krytan Explorer

Join Date: Apr 2005

And 1 or 2 exp is going to make it worth it? You need like 10-15k exp to level at 15+.

At least they drop loot, it's not great, but with some AoE skills you can kill them all quick and pick up like 30 gold in loot, maybe even a salvage item with a rune or something on it.

Dumahim Ashenbane

Academy Page

Join Date: May 2005

Steel Horse Men

R/E

I'd be mildly satisfied if they gave like 1 or 2 exp minimum. If someone wants to set up a bot to kill thousands of them, all while seeking them out, zoning out to repopulate the zone, going back and repeating, fine with me. Not like it takes long to get level 20 anyway.

Harlas Kije

Academy Page

Join Date: Apr 2005

NW Indiana

Mo/E

Also--once you've opened up towns to port to on your map--that also cuts down on the encounters. AND--if you die there is no exp loss or item loss--a huge change from other games. If you got far enough you might even rez where you were headed to anyways
I know that is how I got to Piken Square (sp?) At level 6 just exploring with 2 bots...I ended up dying but I was close enough to the rez spot just outside Piken.

Skult

Skult

Academy Page

Join Date: Mar 2005

Vancouver BC Canada

Army of Ascension

W/Mo

Quote:
Originally Posted by Zai
And 1 or 2 exp is going to make it worth it? You need like 10-15k exp to level at 15+.

At least they drop loot, it's not great, but with some AoE skills you can kill them all quick and pick up like 30 gold in loot, maybe even a salvage item with a rune or something on it.
No it won't really do anything at all, I guess what I ment was that there should be an aggro fade in place as the level gap increases.

etowiosee

Ascalonian Squire

Join Date: Apr 2005

The problem I see with non aggro when you are a certain level above them is that for some of the missions you could get someone who is really high (say a level 16) and get them to group up with a newbie doing say the Great Northern Wall mission. The Newbie would stay back where it was safe at the gates and could even go AFK while waiting for his friend to return after easily just walking through the primary and secondary mission w/o aggro.

Lank

Ascalonian Squire

Join Date: May 2005

Atlanta, GA

I suggest you stop trying to level on lowbies and do the quests.

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

Zai: (post #18)

way to not read my previous post, #14. I DON'T WANT min xp.
I want aggro to fade as your level increases over a monster's.

DarkAynjil

Frost Gate Guardian

Join Date: May 2005

Quote:
Originally Posted by etowiosee
The problem I see with non aggro when you are a certain level above them is that for some of the missions you could get someone who is really high (say a level 16) and get them to group up with a newbie doing say the Great Northern Wall mission. The Newbie would stay back where it was safe at the gates and could even go AFK while waiting for his friend to return after easily just walking through the primary and secondary mission w/o aggro.
Other RPG's with aggro fade (EQ2 as well, IIRC) determine whether a mosnster is aggro'd by using the lowest party member's lvl. So, if a lvl 13 and a lvl 6 party, then all the monsters that would have been non-aggro to the 13 will aggro because a lvl 6 is with him.

Skult

Skult

Academy Page

Join Date: Mar 2005

Vancouver BC Canada

Army of Ascension

W/Mo

Quote:
Originally Posted by Lank
I suggest you stop trying to level on lowbies and do the quests.
I suggest you understand what you read before you post: this thread is not about leveling -

etowiosee

Ascalonian Squire

Join Date: Apr 2005

Quote:
Originally Posted by DarkAynjil
Other RPG's with aggro fade (EQ2 as well, IIRC) determine whether a mosnster is aggro'd by using the lowest party member's lvl. So, if a lvl 13 and a lvl 6 party, then all the monsters that would have been non-aggro to the 13 will aggro because a lvl 6 is with him.
Ah, never played EQ* so I wasn't aware that they did that. Last online game I played EVERYTHING aggro's on you, even if you are level 80 and it's level 2

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Makes sense to have them fear you. I agree, aggro should diminish when you are significantly above the creature's level, or the minimum level in the party. The gap should be fairly large ~5+ levels and it shouldn't affect missions. (Yes, I just did the "Northern Wall" last night with a friend who didn't do any missions till then, just quests - he was lvl 12 doing it, and since I was in Borlis Pass I was about that level too. Imagine walking the missions with no resistance - spoils the plot.)

Zai

Zai

Krytan Explorer

Join Date: Apr 2005

Quote:
Originally Posted by DarkAynjil
Zai: (post #18)

way to not read my previous post, #14. I DON'T WANT min xp.
I want aggro to fade as your level increases over a monster's.
I read your post. I ignored it. This is not your thread, it was Skult's, and as such I was replying to him, not you. I couldn't care less what you want, Skult was asking for min exp at the time.

I also do not feel that low levels should not be hostile. Mobs are placed in a region to provide a challenge, just because you are level 20 does not mean you should just be able to waltz around as you please. That's called trivializing content.

Moskel

Frost Gate Guardian

Join Date: May 2005

San Antonio, TX

Xen of Onslaught [XoO] - www.xoohq.com

W/E

The reason they need to agro is so you can't just have a L20 run a L7 straight through to the end cities of the map. If you really have that hard of a time dispatching the L3/4s while sight seeing with a build where they can actually kill you then you have some issues. Having to stop every couple of minutes and lay waste to the train chasing you isn't too hard.

StormWater

StormWater

Ascalonian Squire

Join Date: Apr 2005

Murrieta, CA

Still Looking

N/R

Course, it's a bit disconcerting when a lag kicks in as you're surrounded by that 'train'

Belwas

Ascalonian Squire

Join Date: Apr 2005

I like the idea of monsters many levels below you running away. Trivializing content? The fact of the matter is, at higher level, these mobs ARE trivial. They are a complete waste of time, and the gain is nothing. The enjoyment of the player is comprimised. How to deal with this, well.. There's many ways, and most of them will do the trick just fine. I just personally enjoy the idea of mobs being scared of me.

Zai

Zai

Krytan Explorer

Join Date: Apr 2005

Quote:
Originally Posted by Belwas
I like the idea of monsters many levels below you running away. Trivializing content? The fact of the matter is, at higher level, these mobs ARE trivial. They are a complete waste of time, and the gain is nothing. The enjoyment of the player is comprimised. How to deal with this, well.. There's many ways, and most of them will do the trick just fine. I just personally enjoy the idea of mobs being scared of me.
If they are trivial to you, why are you complaining about slaughtering them? If they actually put up a decent fight in groups, then they are not trivial.

I have an idea about dealing with them, don't run around the noob zones making giant trains that kill you. Explore the area at the level it's meant to be explored.