They're not saying grinding is an exploit, they're saying that getting MASSIVE amounts of XP per trash mob is abusing an obvious developer error, ergo. it's an 'exploit'.Holycannoli wrote: »What exactly was the "exploit"? Grinding mobs? That's how I've leveled in every single MMO from 1999 to now. Everquest was all about grinding and camping. Nobody quested for XP. Quests were for items and gear. DAOC was the same. You camped certain areas and killed mobs over and over. WoW and Rift were much the same, and so were any of the other numerous small (and now offline) MMOs I've played.
How is that kind of gameplay now an exploit? Hell in Everquest it was considered very lucky to get in a group camping the ideal mob or spot in a dungeon.
Because, ZoS logic.killabunny1234b16_ESO wrote: »so it seems the 1100% exp has been ninja nurfed after a few hours of it going live as people we 2 manning the trash and getting more then intended exp..
instead of giving mobs huge exp why don't you just give the quest for finishing the trial a lot more exp? 50-100k exp for AA or Hel Ra and more for SO? (as it takes 5 times as long to finish)
That is true, and it was even quoted in a 'green' post I'm appalled such a blatantly obvious error went live.Holycannoli wrote: »
I gotta lol man. You do ofc understand that even at +1100% each mob in AA for example still only gave about 640 XP right? The XP that Trials gave per mob before the increase was so bad that they had to increase it.That is true, and it was even quoted in a 'green' post I'm appalled such a blatantly obvious error went live.Holycannoli wrote: »
OMG This! We gave them so much Feedback on PTS about the need to bring up XP in other playstyles within ESO (all but Grinding) so that Players wouldn't feel forced to Grind come 1.6 and it fell on deaf ears. They are moving in the right direction with the PvP increase and what could've been Trial increase but they still need to bring up other playstyles like Crafting, Farming, Legerdemain, Dungeons, etc so that whatever a Player chooses to do in game they have an equal chance to gain CP at roughly the same rate. Instead ZoS's response was to nerf grinding farther without increasing XP anywhere (shortly after 1.6 hit). Now they are at least starting to realize those of us that tested all this on PTS were right and slowly they're changing it. Lets hope the trend continues and they keep bringing up XP in all playstyles and stop nerfing grinding further.Psychobunni wrote: »You chose not to listen to the players that went to PTS and created this mess anyway.
So what?I gotta lol man. You do ofc understand that even at +1100% each mob in AA for example still only gave about 640 XP right?That is true, and it was even quoted in a 'green' post I'm appalled such a blatantly obvious error went live.Holycannoli wrote: »
And this is the very problem we have with XP Disparity in ESO that ZoS doesn't seem to understand. There is no valid reason that a full clear of a Trial, especially if you're doing the weekly Coffer quest, should be so low XP considering it generally take at least 9-10 very good Players to complete them fully. Dungeons are the same way, even though ZoS did buff their XP in 1.6 it's still not enough to be competitive. Hopefully ZoS is actually starting to realize those of us who tested XP > CP on PTS and offered our Feedback were right and they continue increasing XP everywhere (but Grinding) and also stop nerfing Grinding.Just finished a full Hel Ra run, every NPC killed. I got 15% of a level, with enlightened buff.
Considering nobody bothered changing drops to be compatible with patch 1.6, trials are back to completely worthless.
Can't you just put a simple cool down on dungeons to prevent this? If you tag a mob and reset the dungeon, you can't that or even all trials for 30 minutes.
Same way as ZOS do; they don't pause to think about the wider picture they focus on the most immediate problem, come up with the 'obvious' solution then act all surprised and shocked (as ZOS) did when things go not quite the way they expected.Can't you just put a simple cool down on dungeons to prevent this? If you tag a mob and reset the dungeon, you can't that or even all trials for 30 minutes.
Holy crap no. No! Think twice bro. If one or two people dump the party all others are doomed to wait your cool down because finding replacement for a started dungeon is not easy.
How do people always come up with these ideas?
Can't you just put a simple cool down on dungeons to prevent this? If you tag a mob and reset the dungeon, you can't that or even all trials for 30 minutes.