Zahrdahl Registered User
Posts: 100
(9/6/02 2:48 am) Reply
Verant: Patch Message Sept 6th, 2002 - Exp Un-nerfed
September 6, 2002 3:00 am
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** Experience Balancing **
The combination of the NPC experience changes and the post-50 "penalty level" rebalancing at once had a stronger effect than we anticipated.
We've altered a few of the changes to more accurately reflect our intent.
- The intent is to promote grouping, not to inflict a harsh nerf on our more casual players who frequently do not have the time to invest in finding and forming a group.
- However, we do not believe that going solo should be the single most optimal way to gain experience in EverQuest, which is what it had become prior to these changes.
That said, we'd like to take a moment and explain what happened.
On "Penalty Level" Rebalancing (Levels 51, 54, and 59):
- Many people saw much smaller experience gains at level 60. This was due to the "penalty level" rebalancing effect more than anything that was done to NPC experience values.
- In the previous patch, Level 60 became a full level, when it had been half a half level the day before.
- "Penalty levels" have once again been rebalanced such that level 60 is much closer to the half level that it was before, and experience was instead redistributed throughout the earlier levels.
- The penalty effect is still mostly mitigated, however the distribution should be more fair to those who are already level 60, yet do not have a full bar in that level.
On Grouping and Soloing:
- From the point of view of a level 60 character, a steady stream of level 45 NPCs represented the single best advancement in EverQuest, when the score is kept in "Experience Per Hour."
- With the advent of Luclin Alternate Abilities, nearly every sufficiently advanced level 60 could eventually and easily solo these "optimal" NPCs, and benefit more than they could in any type of grouping.
- We understand that forming a group, travelling to your destination, and other inconveniences have an effect on progression.
- With that in mind, we've undone the penalties for killing low blue NPCs, and instead added an additional group bonus to those who fight NPCs that are reasonably close to the group's level.
- The idea is that people should be willing to take risks, fighting the hardest NPCs that they possibly can, to reap the best rewards in EverQuest, as opposed to the blue NPCs that represent the lowest risk.
- For both groups and soloists, we strongly recommend trying out harder overall zones and the more difficult areas of zones that you might already be used to.
- We're confident that you're going to find that the additional risk pays off *extremely* well.
** Resistance Balancing **
Resistances have been altered in PvP to bring the game back into more of a balance. Please do remember, however; In both PvP and PvE, resist gear above 100 will still remain important. We thank you for your feedback. Please do continue let us know how the next round feels on a larger scale.
- The EverQuest Team Edited by: Vaslin at: 9/6/02 8:21:12 am
I think this was a positive step. Hopefully they have fixed resists back to their original state when it came to PvP....it was quite wacked for those who didnt test it. Thanks to everyone who brought the numbers to the table and showed VI exactly what they had done.
Yes
It seems to be a much more player friendly way to reward those that seek groups rather then punish those who don't have time to find a group or just prefer soloing.
And yes, major kudos to those that spoke on behalf of all of us players with our griefs in a logical, intelligent manner!
Bloodshard Ogg
Warrior-Chef 'You see in this world there are two kinds of people my friend, those with loaded guns, and those who dig. You dig.'-The Man with No Name
Tullywak Registered User
Posts: 2
(9/6/02 5:06 pm) Reply
Re: Yes
Nope resist not fixed got killed by the freakin casting dracnids in Fv . I'm lvl 51 with 130 plus magic resist and the burnt me up yeah they fixed it alright
Peon25 Registered User
Posts: 114
(9/6/02 6:45 pm) Reply
Tullywak Registered User
Posts: 3
(9/8/02 8:42 am) Reply
Magic resists?
What I was telling you folks was that I have passed these creaturws many many times with all my resists on and nothing I got past them greenines no problem. Now that they "fixed" the resists now they kill me yeah !
Good thing I quit to many problems with EQ anymore ain't worth time ( read money ) to Sony or VI.
You all have fun but the game sucks since they keep fixing it. May a lot of people get the I dea and leave for the real world. Only way VI and Sony will learn.
Oh Yeah flame me if you want I got a life and all of you who flame me for my opinion , well Get a life.
Re: Magic resists?
If you quit, how did you get killed by a drachnid after the resist changes? Mabe I'm missing something here. Are you saying your better then everyone who plays everquest because you 'have a life?' (generalizing everyone in everquest saying they don't have a life). Please, clarify, so I don't jump to conclusions and get angry.
patofnaud Registered User
Posts: 2623
(9/11/02 9:04 am) Reply
Re: Magic resists?
FWIW, when I was level 51 running from KS to FV, a random drachnid saw me hidding, nuked me, an knocked off hide so then another spider saw me and joined in.
This was about half way between KC and th FV tunell, just past the crater.
I NEVER MADE IT TO THE TUNELL.
That was close to a year ago. Green/light blue spiders cleaning our clocks has been around since Kunark.
If thats what makes you quit? /shrug
Patofnaud (raid gear)
57th Season Redeemed Epic Shadow Dweller and Blackguard - Karma Guild - Morell-Thule
Warden of something or other. (We work in shadows, we dress in black.)
Patofwaan Griffonbate
51st Season Friend Of Wolves and bane of Griffons - Leader ofKarma Guild - Morell-Thule
Patofnaud Mourningwood
35th Season Druid protector of the Treants - Tarrew Marr
Re: Magic resists?
Just wondering. With 175 Magic Resistance I used to be able to kill the shrooms in FG without too much of a problem. I found out the hard way 120 MR wasn't enough and kicked it up until the spells stopped sticking on me. I would get slowed about once per 6 shrooms, with 175MR, and about the same for stuns. Curse's not affected of course. I went back in yesterday after a month away from EQ and I am getting slowed 6 or 7 times a fight, stuns are landing all over the place also. I only have 180 MR and no access to NToV or better gear with mega resists so its going to be tough to get it much higher. What did they do to basically ruin my soloing? I was told they made steps every 50 points so I have to break 200MR to get back to being able to fight them without every battle being a ten minute frustration session. Is this true or just rumor? It was the only place I could get decent exp without needing grouping, it will suck if they nerfed everyone who doesn't have uber resist gear. Kinda funny to think of 175 resist being low and not too useful, took a long time to get good enough gear to get it up that high. I tried moving my DR from 115 to 150 but it never seems to make that much difference, I have been told that DR now has a very large affect on shroom resists, I always saw the big change with MR. Any info would be appreciated. Thanks
Jaxian [Iksar Grandmaster] of the Celestial Fists Cazic-Thule