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  #31  
Old 12-01-2009, 01:35 PM
Tenudil Tenudil is offline
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In live before the big experience change, hybrids did in fact take xp from the rest of the group. This also affected SK's and PAL's getting into PUG's especially at the time. Do we take the warrior or the hybrid tank thats going to slow our xp down a bit, but get the utility spells that go with them?
  #32  
Old 12-01-2009, 01:38 PM
Halladar Halladar is offline
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I remember hearing about that. But wasn't it changed pre-kunark? About when rogues got to be invisible to undead mobs and fade?
  #33  
Old 12-01-2009, 01:49 PM
Summit Summit is offline
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Thanks for getting back to us with some feedback Aeolwind. I'll probably hold off leveling further until the group exp balancing is in but I'm glad it's being looked into.
  #34  
Old 12-01-2009, 01:52 PM
Tollen Tollen is offline
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Quote:
Originally Posted by Halladar [You must be logged in to view images. Log in or Register.]
I remember hearing about that. But wasn't it changed pre-kunark? About when rogues got to be invisible to undead mobs and fade?
Fade is AA...
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  #35  
Old 12-01-2009, 01:54 PM
bigups43 bigups43 is offline
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Quote:
Originally Posted by Widan [You must be logged in to view images. Log in or Register.]
Why will penalties stay? They were obviously a poorly thought out part of classic, as seen by their removal. Why port over the bad things as well as the good?
Agreed. I played a bard to 71 on live, and really wanted to relive my young bard days on this server. No such luck. At level 8 I sold all my equipment, deleted my toon and made a mage. Why? Because I knew it was going to take so much longer to level, and I would rather have fun, instead of spending all of my time not getting the exp I should be.

Widan quote is great. Things that were broken in classic were fixed. Just becaus its "classic" doesnt mean its right. What about mage DS's? those arent classic right now. What about boats? Not classic. Youve obviously felt the need to change things to a non classic setting in some instances, yet still stick to the "classic server" argument when it comes to exp penalties.

I can tell you one thing. Bards are NOT overpowered, rangers are NOT overpowered. If anything you should be penalizing mages and necros. Just because a class combines two others into one doesnt mean its twice as powerful, it means that the class pulls attributes from two others; its not twice as powerful.

But as youve said, youre not going to change it. Just know that its affecting peoples decision to play certain classes, ergo altering class population balance; essentially ruling out playing certain classes because it takes an inordinate amount of time to make any progress.

Hybrid classes and evil/big races do the same amount of work in a group (presumably), so why should they be penalized? Especially in a game that is centered around GROUPING no soloing where these "hybrid" benefits would be most apparent.

but yeah thats just my 2cp
  #36  
Old 12-01-2009, 01:55 PM
Caelor Caelor is offline
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Does this mean 2 years after release (Aug 2011 ish; or however this falls into our timeline) we will see the changes outlined in that post?
- No more class exp penalities
- Group bonus exp
- Increased ZEMs
  #37  
Old 12-01-2009, 02:04 PM
Aeolwind Aeolwind is offline
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Quote:
Originally Posted by bigups43 [You must be logged in to view images. Log in or Register.]
What about boats? Not classic.
Stopped reading here. You seriously can't be comparing boats which don't work cause of a directx flaw between DX8 and DX9 that even sony didn't fix till the SOF expansion to experience penalties. That is silly, silly comparison.
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Quote:
Originally Posted by Nilbog
If all the polls I have done up until now fully counted, you would be playing on some abomination of a PVP server with 2-10 boxing based on votes from people named xcm234nv and adfa234.
  #38  
Old 12-01-2009, 02:06 PM
Danth Danth is offline
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In other words, SHIPS would be working if there was a means of making them work.

Danth
  #39  
Old 12-01-2009, 02:08 PM
Aeolwind Aeolwind is offline
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Quote:
Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
In other words, SHIPS would be working if there was a means of making them work.

Danth
There is a total work around by using the "skiff" from erudin. However, rigging the NPC's to make all of that work is an absolute nightmare. I seriously get lost in the maze of timers, global variables and spawners. Nilbog posted the perl code to the "boat watchers" that were created. But they are missing from the PEQ svn and I can't find them in my install of the AXC Home game.
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.

Quote:
Originally Posted by Nilbog
If all the polls I have done up until now fully counted, you would be playing on some abomination of a PVP server with 2-10 boxing based on votes from people named xcm234nv and adfa234.
  #40  
Old 12-01-2009, 02:10 PM
bigups43 bigups43 is offline
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Quote:
Originally Posted by Aeolwind [You must be logged in to view images. Log in or Register.]
Stopped reading here. You seriously can't be comparing boats which don't work cause of a directx flaw between DX8 and DX9 that even sony didn't fix till the SOF expansion to experience penalties. That is silly, silly comparison.
Well that means that you read the point before that one, which is selfsame to the one about the boat. I dont know why these things are the way they are, im just observing. If the boats are the way they are because of a dx flaw, ok. But dont disregard my entire opinion because of my being uninformed on one of my points, thats arrogant.

oh and btw, I love what youre doing with the game [You must be logged in to view images. Log in or Register.] i really do appreciate it, but that doesnt mean I wont speak my mind!

and please do your best do avoid a god complex, dont say no just because you can.
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