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A Viable Trials and Veteran DSA Experience Gain Idea

Nifty2g
Nifty2g
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Here we go, @ZOS_GinaBruno @ZOS_JessicaFolsom

I have an Idea for PvE based Experience based heavily on your new point based system, this shouldn't be too hard to implement but it helps prevent grinding and helps to establish XP gain in PvE which we can all agree right now is shocking.

Trials.
From the moment you enter and every single enemy you kill as a group, it adds up to a total based on kills, deaths, time, hardmode, bosses, mobs etc, at the end of a trial all 12 people are rewarded a large chunk of experience - Everyone gets the same amount of XP.

If you fail and wipe all 72 lives, you still get awarded Experience but it's decreased as you don't gain a completion bonus, time, hardmode etc, just the total mobs you killed.

DSA and Veteran DSA
From rounds 1-10 before completion you are awarded how many mobs you killed and bosses after each round is completed once you get that pop up after you kill the bosses. Once completing you gain a completion bonus, time bonus based on your score.

As the same as trials, if you wipe all 100 lives you still get experience, but since it's per round you could get a total sum of experience based on how much time you were in there for.
#MOREORBS
  • Suru
    Suru
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    They need to make vet dsa more exp than non vet, since there is no difference i believe.


    Suru
  • Nifty2g
    Nifty2g
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    Agreed, as said in the first post, if you completed it on Veteran you gain an experience bonus, same as beating hard mode trials
    #MOREORBS
  • Panda244
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    Suru wrote: »
    They need to make vet dsa more exp than non vet, since there is no difference i believe.

    @Suru Vet DSA loot is better.

    Oh.... Wait....
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  • omfgitsbatman
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    Suru wrote: »
    They need to make vet dsa more exp than non vet, since there is no difference i believe.

    This. Harder mobs should yield higher experience. I don't think that's too much to ask for.
    He's the healer Tamriel deserves, but not the one it needs right now. So we'll hurt his tank. Because he can heal them to full. Because he's not our hero. He's a silent guardian, a watchful rejuvinator. A Cloaked Healer.

    @Omfgitsbatman PC/NA
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    Vet Maw 4/5

  • Nifty2g
    Nifty2g
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    They just need to follow a system like their point based system so it removes grinding and allows a better experience gain because of that.

    Then everyone is happy, we play the content @ZOS wants us to and we get good XP, and no one grinds
    #MOREORBS
  • Nifty2g
    Nifty2g
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    This also brings in a way to make the content more rewarding, more guilds will run trials daily and dsa daily, as it will be more rewarding for a completion, and if the xp is good the more active the PvE will get.

    Please @ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK
    #MOREORBS
  • Robbmrp
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    Nifty2g wrote: »
    Here we go, @ZOS_GinaBruno @ZOS_JessicaFolsom

    I have an Idea for PvE based Experience based heavily on your new point based system, this shouldn't be too hard to implement but it helps prevent grinding and helps to establish XP gain in PvE which we can all agree right now is shocking.

    Trials.
    From the moment you enter and every single enemy you kill as a group, it adds up to a total based on kills, deaths, time, hardmode, bosses, mobs etc, at the end of a trial all 12 people are rewarded a large chunk of experience - Everyone gets the same amount of XP.

    If you fail and wipe all 72 lives, you still get awarded Experience but it's decreased as you don't gain a completion bonus, time, hardmode etc, just the total mobs you killed.

    DSA and Veteran DSA
    From rounds 1-10 before completion you are awarded how many mobs you killed and bosses after each round is completed once you get that pop up after you kill the bosses. Once completing you gain a completion bonus, time bonus based on your score.

    As the same as trials, if you wipe all 100 lives you still get experience, but since it's per round you could get a total sum of experience based on how much time you were in there for.

    All this AND Normal and VET Dungeons. Give people a reason to run them also. Once the Dailies are done no one really goes into them if they haven't already completed the achievements for them. Trying to find groups in the evening is a joke other than for the dailies. All end game content IMO should give XP. If your a max crafter at 50 what good is inspiration?? Turn that to XP. I'm not saying a ton, but a small amount for each thing crafted. This will help the economy and promote more people to make things to sell. All End Game areas need to provide XP.
    NA Server - Kildair
  • onlinegamer1
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    The OP's idea has worked in other MMORPGs, in my case I am thinking of DDO (Dungeons & Dragons Online).

    DDO called it a "Conquest" bonus. It works like this:

    Kill 0-50% of all possible mosters: 0% bonus
    51%-75%: 10% bonus
    76%-90%: 15% bonus
    91-95%: 20% bonus
    96%+: 25% bonus

    This bonus was applied to the final (completion) XP reward. So, if the quest normally grants, say, 10k XP for completion, and you killed 93% of all mobs, you'd each earn 12k (2k bonus).

    I am not saying that those numbers work for ESO, it has to be much higher, but the IDEA is the same.
  • Nifty2g
    Nifty2g
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    The OP's idea has worked in other MMORPGs, in my case I am thinking of DDO (Dungeons & Dragons Online).

    DDO called it a "Conquest" bonus. It works like this:

    Kill 0-50% of all possible mosters: 0% bonus
    51%-75%: 10% bonus
    76%-90%: 15% bonus
    91-95%: 20% bonus
    96%+: 25% bonus

    This bonus was applied to the final (completion) XP reward. So, if the quest normally grants, say, 10k XP for completion, and you killed 93% of all mobs, you'd each earn 12k (2k bonus).

    I am not saying that those numbers work for ESO, it has to be much higher, but the IDEA is the same.
    To be fair, I came up with this just when I seen the HRC exploit, but knowing that other MMOS do is good and that it works, I just think it would go really well with the new point based system.

    It enforces content and activity.
    #MOREORBS
  • Robbmrp
    Robbmrp
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    The OP's idea has worked in other MMORPGs, in my case I am thinking of DDO (Dungeons & Dragons Online).

    DDO called it a "Conquest" bonus. It works like this:

    Kill 0-50% of all possible mosters: 0% bonus
    51%-75%: 10% bonus
    76%-90%: 15% bonus
    91-95%: 20% bonus
    96%+: 25% bonus

    This bonus was applied to the final (completion) XP reward. So, if the quest normally grants, say, 10k XP for completion, and you killed 93% of all mobs, you'd each earn 12k (2k bonus).

    I am not saying that those numbers work for ESO, it has to be much higher, but the IDEA is the same.

    Yeah, that's a great start for them to look at the setup on dungeon XP.
    NA Server - Kildair
  • Suru
    Suru
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    Panda244 wrote: »
    Suru wrote: »
    They need to make vet dsa more exp than non vet, since there is no difference i believe.

    @Suru Vet DSA loot is better.

    Oh.... Wait....

    Well thats one upside of vdsa


    Suru
  • Nifty2g
    Nifty2g
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    Lets just hope that Zeni like this idea
    #MOREORBS
  • timidobserver
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    I could go for this, however I would scale the boss XP based on the number of their encounter. The first boss gives the least XP and the final boss gives the most XP. The first round of dsa gives the least xp and the final round gives the most.
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    V16 Jed I Nyte EP Stamina NB(retired)

  • onlinegamer1
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    XP bonuses they could add:

    1. the OP's idea - "Trash Mob Kill Bonus": a %bonus to completion XP based on how many mobs you killed as a % of total mobs in the Trial/Arena.
    2. Boss/Stage bonus: a direct XP award for killing a boss or completing a stage, based on how far into the Trial/Arena you are, less at starting stages/bosses, more near the end.
    3. "Survival Bonus": like the trash mob kill bonus, a %Bonus to the completion XP, based on the inverse of how many times you died (0 deaths = max bonus, each death lowers this bonus).
    4. "Toughness Bonus": track how much damage is dealt to players. Grant a %Bonus to the completion XP, based on how much damage the group took. Would have to be carefully tuned for each quest.
    5. "Treasure Hunter's Bonus": a %Bonus to completion XP, based on how many random chests you pick/open.
  • Nifty2g
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    Man I would love if they would bring in stuff like that, thats awesome
    #MOREORBS
  • onlinegamer1
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    Nifty2g wrote: »
    Man I would love if they would bring in stuff like that, thats awesome

    2 and 3 should be easy to do with no new "tech"/coding since 2 is just changing existing XP on each boss, and for 3, deaths are already recorded, so they just need to add an XP bonus at the end based on it. 1, 4 and 5 should be easy to add as well.
  • Nifty2g
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    It would remove all the grinding
    #MOREORBS
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