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EXP LOSS
-5% on death like dep or -1% on death like loa. Thanks.
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Re: EXP LOSS
-13%
Like Beta. Or GTFO.
Side note though. If you want more PvP, leave the Siege penalty (War Zones) relative low, but with some increased value.
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Re: EXP LOSS
Adena sink for exp buy back would be a great idea since I've seen discussion on public discord regarding more adena sink ideas.
Other adena sink ideas, maybe blanks lvl 4/5 at a rate higher than market for ermergency purchases etc.
Siege shouldn't be the only place for PVP. Exp loss should be the same all around.
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Re: EXP LOSS
Calvin,
Despise I would like to have equal XP loss curve regardless the map/location and/or War zone.
Having less XP loss in War Zone WOULD encourage more active PVP on those. And I am pretty sure, THAT is what you want.
I would put same XP loss everywhere... But I thought you rather had more pvp.
Just saying...
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Re: EXP LOSS
I like the current exp loss system. If you want to lose much exp, go play Diablo in hardcore mode and lose everything when you die ;)
Rudy | Sentinel | Consular
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Re: EXP LOSS
Exp loss can be bought back like it’s supposed to. It sets in another adena sink for the server when you buy back your exp on death.
On here you lose 5% etc below lvl 40? Everything got scaled to be the same exp loss as if you’re lower level. I think it’s just coded wrong on private servers where at lvl 75 you lose the same 5% as if you’re lvl 11, hence the .03% loss when you die. If it’s flat 5% every level with buy back, it would be so much satisfying when you kill someone knowing you wasted their time/adena.
Kill point systems literally means nothing, not even worth keeping. That should be kept if when gm launch their arena. Open world PvP SHOULD not need kill pts system. You don’t even gain ahhtbing from it lol.
yes I do want PvP. But i don’t think PvP should be relied on with just siege. The game itself is heavily PvP based when it comes to hunting grounds, bosses, etc .
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Re: EXP LOSS
Calvin: "If it’s flat 5% every level with buy back, it would be so much satisfying when you kill someone knowing you wasted their time/adena."
Well, it won't be fun for the person who's minding his own business and gets coi ganked out of nowhere. And not everyone is rich enough to buy back exp every time they die.
What you are suggesting is only fun for that 1% of players that are bored and rich, and only want to pvp. The other 99% will have to suffer so that they can have "more pvp fun".
Rudy | Sentinel | Consular
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Re: EXP LOSS
They implemented the floating eye and blind pot combo for coi ganks just saying o.o
losing exp is and has always been a part of lineage deaths
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Re: EXP LOSS
Exp loss matters -
When GMs implements harder end game bosses later on, since exp loss doesn’t matter ppl can just constantly res to dps the bosses. Makes pve less challenging and bosses less valuable. When you know you’ll lose nothing from dying over and over. When exp loss is factored in, players can’t be doing what they do now with dragons etc. at least dragons don’t drop anything valuable. Imagine if girtas is in and you die 15 times , res 15 times and able to dps it to death and pull a girtas sword? Game breaking, if exp loss is something you wouldn’t be able to do this.Fixing exp loss to 5% with buyback option would also give the server more appreciation to adena. Also a sinkage for adena to go too making use of the church NPC.
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Re: EXP LOSS
As an avid l1justice player I agree completely with rudy. EXP loss just takes away from the fun of game.
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Re: EXP LOSS
It's not fair increase now the xp loss. Specially because not all the people has 100h a week to play, doing an increase of the xp loss only benefits hardcore players that casually are the more than do pvp and the ones that kill more people.
As example in last week I only leveled a 6% of lvl 75+ so it's for players like me increase the xp loss is only a way to kick me of the server.
On the other side is not fair for the ones that needed months to level and still leveling or increasing his game experience and now you say that you change that.
The xp loss on this server always has been the same and it's linked to the time you need to get back the xp, so you need put the same time at level 50 or at level 75, again if you change that you only benefit high level players.
Anyways I have a suggestion, the problem is always the same the "pvp players" that want more penaltyes or want to get more rewarded for kills his enemyes so my suggestion:
- Increase your xp loss linked to your number of kills. More kills more xp loss by death.
This way more pvp you do more pvp risk you take, then if you kill your enemy, that usually is someone that does a lot of pvp too, he will get punished.
This will help too to avoid freepk, because people will not increase freely his pk count doing coi ganks, cause the high you have more xp you gonna loose by death.
EDIT:
I have been thinking in this all the morning, more I think better sounds, so I'm going to develope a bit the idea of link the xp loss to the number of kills:
1) if the people stay out the pvp they have the same sistem as now in xp, so for they it's not a punitive sistem, and they need to value what they want. If you want to level to do PvE because you don't have much time a week for play, with a sistem where u get punished when your kill coun't get increased, you can choose stay out of pvp and you'll be fine in this case you will not be a problem for the pvp players.
2) As soon as you get high levels and you are going to need fight to start getting high end items your pvp count will slowly start increasing, so your xp loss on dies will slowly start increasing too, sounds fair, then when you get a true pvp player with a high count of kills if you die you are going to lose a lot of xp, then being killed by your enemyes or die doing PvE will be a real punish.
3) I has to be limited but have a progression.
Ex:
Player A: Kill count: 0 increased xp loss on die: 0 --> Each die equals to 5min in gp (It's a example I don't remember how much time u need now)
Player B: Kill Count: 1 to 3 increased xp loss on die: x2 --> Each die equals to 10min in gp
Player C: Kill Count: 4 to 7 Increased xp on die: x3 --> Each die equals to 15min in gp
....
Player X: Kill Count 20+ Increased xp on die: MAX equal to a 1h hunting in gp
Player Z: Kill Count 100+ Increased xp on die: MAX equal to a 1h hunting in gp
(Again this is a example of my idea the time of 1h as death penalty or 10 min are just to develope, if by any way people likes the idea, next step is discuss where we put the lines)
4) People will not increase freely they player kills counts, then they will evaluate if they do coi ganks, or noob killing.
5) Sieges need be outside of this sistem, so as I suggested in a previous post, it would be great if inside siege area you not have xp loss and teleport scrolls/spells are dissabled, this way people will need fight until death if they go sieges, even you can disable chao dropping inside siege area, this way people in siege will fight until death without regrets, and this will make new ways to teamplay (protect the less hp characters, do squads blah blah)
I see this as a good sistem to get all people happy, no broken the balance, and allow newplayers to level with justice versus old players, and it's a sistem that works like lineage usually does.
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Re: EXP LOSS
All the suggestions here have been helpful. Thank you.
I'm asking that you please use the following thread with the poll at the request of the GMs.
https://l1justice.com/forum/forum/suggestions-3/topic/poll-experience-loss-on-death-494/
Grind on!