AcadianPaladin wrote: »This thread has been very enlightening and confirms much of what I suspected about XP. I don’t care about actually gaining XP. My healer is +CP160 so I don’t care how long it takes her to from her current 320 to 600.
One note here, if you fight an dvelve boss or quest boss and another player come running up its very nice to stop fighting the boss or at least slack off so the other player get in an hit, then he don't have to wait for the boss respawning who can take many minutes.It's courteous if you to consider others. But honestly, it's the other player who needs to learn the game systems, not you. They could be new...not many experienced players stick around for that area. The xp isn't great and the loot stinks, lol.
If it helps, here's a short course on xp earning and sharing (example xp is in approximate vet level amounts...it scales as you level):
Solo play (not grouped, even if playing around other humans)
To earn xp on a kill, you need to do approx. 10% of the total damage to that monster. Xp is not divided...if a monster is worth 1,000 xp, everyone who gets hits gets the full xp.
Some xp comes from "clearing" and area. This is a large reward, and will turn a map marker from black to white. Notably for where you are right now this includes delve and dolmen clears. To get area clear xp, you need to get one hit in...any hit. So like you see a delve boss is about to go down and you hit him with a bow light attack for 50 damage, you might not get the 1,000 xp for him as a monster, but you will get the 8,000 xp for the area clear. At dolmens, each monster has xp won by doing 10%'of the damage, but to clear the dolmen and get the final xp reward you just need one hit.
Note: because of the xp system, area of effect attacks that hit multiple monsters are your friend as a low level toon. Find them and use them in busy areas to maximize your gain.
Group play (you're officially grouped in the system)
This changes xp rewards slightly. You start to split xp, but the reward per kill goes up the more people there are in a group. If a monster is worth 1,000 for a solo player, in a group of two it's worth 1,800 that is split into 900 each. In a group of 20'its worth 5,000 split into 250 each. Generally, a group of 2-3 is a "sweet spot" where you move fast enough to earn way more than solo, but without it dropping off through splitting. So a lot of players...and especially low level toons...might offer to group in a grind zone, like a good public dungeon.
Xp Etiquette: because there is no xp sharing, it's common practice to play through and kill everything at whatever pace you want. If you encounter others in an area, it's acceptable to "tag along" and move through with them. 99% of the time people will appreciate this because they're earning the same xp, but faster with your help. Any public dungeon (stone arch map icon) is considered a "grind zone", and it's expected you can move through fast, follow along with experienced players, etc. People will be running loops in these all the time.
When I run delves and dungeons, I personally get a sense of whether there's people in the loop close to me. If I think there are, when I get to a boss I might wait a few seconds to allow anyone in the area to catch up. Some bosses spawn slowly, so I try not to kill one off when someone else is three seconds away.
Resources
Just a quick note on nodes around Tamriel and general etiquette. Resource nodes are fair game, but of course it's rude to run ahead of someone and grab a node they were going for. It's MEGA rude to encounter someone killing monsters for a node then Grabbing it...lol. And if you grab a node that has multiple items in it, take or leave them ALL. For example, clothing nodes can contain bugs for fishing. Don't take the cloth and leave the bugs...it permanently locks the node this way and people hate that. Take the bugs and sell/destroy them later somthe node can disappear and start its regeneration timer.
Chests and heavy sacks are shared, first come first serve, but be courteous. If you have trouble picking, people will generally back off and let you take as long as you need. Pots and containers in dungeons are generally not shared...grab away. Books...particularly the blue lore books...are just for you, grab away.
Welcome to the game! Sorry you ran into a newbie at first. I hope these tips help...see you at the next dolmen fight, lol.
To earn xp on a kill, you need to do approx. 10% of the total damage to that monster. Xp is not divided...if a monster is worth 1,000 xp, everyone who gets hits gets the full xp.
OP honestly if he gets mad at you for killing mobs in the Wailing Prison you should just tell him to leave and he will have an endless supply of mobs outside.
No idea why people stay there these days it's not as fun as it was back in 2014.
OP honestly if he gets mad at you for killing mobs in the Wailing Prison you should just tell him to leave and he will have an endless supply of mobs outside.
No idea why people stay there these days it's not as fun as it was back in 2014.
I have to agree with this.It was much better when there were storm atronachs all over the place and all kinds of twisting and turning paths, places to explore, hidden treasure chests to find in weird places.
They simplified the wailing prison far too much. Maybe to discourage players from staying down there?
I also wish we had the old intro movie with Mannimarco stealing your soul. That was better than watching a CGI movie that has nothing to do with your own experience in ESO.
Just made an new character to see this. Also so he can start feeding his horse.OP honestly if he gets mad at you for killing mobs in the Wailing Prison you should just tell him to leave and he will have an endless supply of mobs outside.
No idea why people stay there these days it's not as fun as it was back in 2014.
I have to agree with this.It was much better when there were storm atronachs all over the place and all kinds of twisting and turning paths, places to explore, hidden treasure chests to find in weird places.
They simplified the wailing prison far too much. Maybe to discourage players from staying down there?
I also wish we had the old intro movie with Mannimarco stealing your soul. That was better than watching a CGI movie that has nothing to do with your own experience in ESO.
Oh, man! I was wondering about this. I played beta and then when I bought the game, I used the old characters still on my account. I created a new one this year and was very confused when Wailing Prison was a lot shorter and more straightforward than I remembered. I was blaming my faulty memory and the amount of time it had been. Didn't realize they changed it.
Did realize that they changed Doshia in FG quite a bit though.
Wrecking_Blow_Spam wrote: »To earn xp on a kill, you need to do approx. 10% of the total damage to that monster. Xp is not divided...if a monster is worth 1,000 xp, everyone who gets hits gets the full xp.
Might be wrong here but I'm 90% sure that's not how it works. Hence ppl get all annoyed when a Zerg starts grinding because everyone gets less and less exp.
Also not to sound bad: but if you go farming raw mats, you don't have to take the crawlers or worms.
You're free to do whatever you want, ppl will moan etiquette etc but it's your choice.
I don't, I'm not subbed and unnecessary inventory space on that stuff is valuable.
CountEdmondDantes wrote: »I created a new character last night, and I took him to the Wailing Prison (starter dungeon). The place was pretty crowded even for that hour; I'd have to say at least a couple of dozen players there at all time. I was leveling to 4-5 and training up two weapons to level 4, so I wasn't there that long.
I've played MMO's before. I know each one has its own social personality. I felt like I paid attention to what as acceptable behavior by watching what others were doing. I'd also researched how experience is given for killing mobs and know that if a player gets a hit or two in, they get experience. So when I saw other players running around killing mobs, even if someone else was already fighting it, I did the same thing.
Then I get another player telling me: "Stop killing all the mobs!" It was funny because my playstyle is to kill the mobs if it's just me, but if someone approaches and also attacks the mob, and I already have a couple of hits on it, I'll just block and let them get exp, too - even if I have the aggro. I didn't think I was being rude or overly aggressive. I apologized and backed off, then left for the next area. I had most of what I wanted anyway.
I know, from zone chat, etc., there are a lot of players in the game right now, all going after the same thing. I don't want to be a jerk, but I'd like to play the game, too. So I'm interested in how others approach this issue.
TheShadowScout wrote: »... It is a bit annoying when people spend time in quest areas doing a circuit to kill everything again and again, for the others who also want a bit of enjoyment in their questing. Worse when they do it the cheap grinder way - draw all the mobs to themselves, then burn them all down with AoE - at least those who fight them one-on-one can't fight ALL of them right away, leaving some for the rest... And much worse when the quest area is one of those "kill mobs until special item drops" sort - there the grinders are actually impeding other peoples progress by hogging all the mobs.
Your first mistake was looking at "chat" while in a n0ob zone! and since you did, don't take anything you read, heard or saw to heart while in the n0ob zone ... keep killing, looting and doing anything else you want, if they can't tag a mob then this might not be the game for them and if so you are doing them a favor!CountEdmondDantes wrote: »I created a new character last night, and I took him to the Wailing Prison (starter dungeon). The place was pretty crowded even for that hour; I'd have to say at least a couple of dozen players there at all time. I was leveling to 4-5 and training up two weapons to level 4, so I wasn't there that long.
I've played MMO's before. I know each one has its own social personality. I felt like I paid attention to what as acceptable behavior by watching what others were doing. I'd also researched how experience is given for killing mobs and know that if a player gets a hit or two in, they get experience. So when I saw other players running around killing mobs, even if someone else was already fighting it, I did the same thing.
Then I get another player telling me: "Stop killing all the mobs!" It was funny because my playstyle is to kill the mobs if it's just me, but if someone approaches and also attacks the mob, and I already have a couple of hits on it, I'll just block and let them get exp, too - even if I have the aggro. I didn't think I was being rude or overly aggressive. I apologized and backed off, then left for the next area. I had most of what I wanted anyway.
I know, from zone chat, etc., there are a lot of players in the game right now, all going after the same thing. I don't want to be a jerk, but I'd like to play the game, too. So I'm interested in how others approach this issue.
You are in luck many areas changes after doing the quest who is pretty cool.CountEdmondDantes wrote: »TheShadowScout wrote: »... It is a bit annoying when people spend time in quest areas doing a circuit to kill everything again and again, for the others who also want a bit of enjoyment in their questing. Worse when they do it the cheap grinder way - draw all the mobs to themselves, then burn them all down with AoE - at least those who fight them one-on-one can't fight ALL of them right away, leaving some for the rest... And much worse when the quest area is one of those "kill mobs until special item drops" sort - there the grinders are actually impeding other peoples progress by hogging all the mobs.
Thanks for the insight. I really enjoyed your post. I doubt that I'll do the Wailing Prison again; as others have said, it's not much fun and the only thing I'm getting is experience and leveling (and if it's faster to do that in-game, then that's where I should be).
I dislike farming in games. My kids can do it - put on music or talk on the phone while killing mobs endlessly. My daughter even watches movies while farming. After a short while, I start thinking of all the things I could be doing that are more fun than playing a video game.
That said, there's this strange quality to MMOs that you don't always get a sense of when your finished with an area. For example, in the Pact starter island, there's an invasion by the Covenant. The immersive side of me wants that to seem like a legitimate battle, so that I'm not just rushing through, completing the quest to knock an item off my bucket list. So I might linger in that area, killing some of the invaders, so that I'll be left with the feeling that my character has actually been in a battle (Bal Foyen docks is another example).
But in some cases, you can finish the quest, kill the mobs, and move on, but when you come back the mobs are still there and hostile (example: the irrigation area of Bal Foyen). Whenever I pass such as area, there's a temptation to stop and kill a few of the hostiles, just so it doesn't seem so silly in my mind - if any of that makes sense.
Yes, I know this is an MMO and that's how MMOs are made. It's just my strange way of playing.
CountEdmondDantes wrote: »I created a new character last night, and I took him to the Wailing Prison (starter dungeon). The place was pretty crowded even for that hour; I'd have to say at least a couple of dozen players there at all time. I was leveling to 4-5 and training up two weapons to level 4, so I wasn't there that long.
I've played MMO's before. I know each one has its own social personality. I felt like I paid attention to what as acceptable behavior by watching what others were doing. I'd also researched how experience is given for killing mobs and know that if a player gets a hit or two in, they get experience. So when I saw other players running around killing mobs, even if someone else was already fighting it, I did the same thing.
Then I get another player telling me: "Stop killing all the mobs!" It was funny because my playstyle is to kill the mobs if it's just me, but if someone approaches and also attacks the mob, and I already have a couple of hits on it, I'll just block and let them get exp, too - even if I have the aggro. I didn't think I was being rude or overly aggressive. I apologized and backed off, then left for the next area. I had most of what I wanted anyway.
I know, from zone chat, etc., there are a lot of players in the game right now, all going after the same thing. I don't want to be a jerk, but I'd like to play the game, too. So I'm interested in how others approach this issue.