ZOS_JessicaFolsom wrote: »Since we released Update 5, we've been paying very close attention to your concerns about the changes to Experience versus Veteran Point gain. We’d like to address some of those concerns.
First and foremost, we want everyone to know that we have zero interest in trying to extend your playtime by making you grind for experience. That includes grinding quests, monsters, dungeons, or anything else. If people aren't having a good time, we know they won’t stick around, so artificially inflating time spent playing is a self-defeating practice we aren't interested in. Our number one priority is fun (this is a game, after all!) and promoting a diverse array of activity options that allow you to pursue experience gains however you like.
While our intended goal is for it to take the average person 12-15 hours to gain a Veteran Rank, our QA team regularly gains Veteran Ranks on live in 8-10 hours or less. We've also witnessed you, our players, beating that time quite often, too. So, the 12-15 hour estimate is a baseline standard—mileage may vary (and it often does.)
We’re trying to be fairly open with our numbers by communicating our target leveling times, but in the interest of more clarity here are a few more details:
- We add experience multipliers to quests, usually depending on the time taken and relative difficulty. Those experience multipliers look like this:
- Very Easy = .1
- Easy = .75
- Standard = 1
- Hard = 1.5
- Very Hard = 2.25
- Point of Interest completion also has these modifiers applied, but most are set to “Standard.”
- Dungeon quest completion has an experience modifier of “Very Hard.”
- We do clamp experience so a single event can’t get you more than 10 percent of your current level.
Our current course of action is to fix the existing bugs, and then analyze before adjusting experience to be even more generous. Again, our goal is not to force a grind, we just don’t want to over-compensate. Thank you all for continuing to share your feedback and concerns on this issue.
lorien1973 wrote: »If a world boss is melee and can be pinned down with CC, he is easier than a chest. One zone has 3 of them (some undead dude, a guar and some 2 bladed guy). I killed them over and over again while questing for a few days.
lorien1973 wrote: »If a world boss is melee and can be pinned down with CC, he is easier than a chest. One zone has 3 of them (some undead dude, a guar and some 2 bladed guy). I killed them over and over again while questing for a few days.
onlinegamer1 wrote: »And you cannot CC craglorn world bosses.
onlinegamer1 wrote: »
World Boss xp (in craglorn): ~340 xp
Lockpicking a Chest (in craglorn): ~970 xp
Is a chest 3 TIMES HARDER than defeating a world boss? No, its not.
Is a world boss, oh, lets say, 20 TIMES HARDER than opening a chest? Yes, it is.
Therefore, world boss exp should be (970 x 20) = 19,400 XP.
Please fix this and roll this out next Monday.
Thanks!
onlinegamer1 wrote: »ZOS_JessicaFolsom wrote: »Since we released Update 5, we've been paying very close attention to your concerns about the changes to Experience versus Veteran Point gain. We’d like to address some of those concerns.
First and foremost, we want everyone to know that we have zero interest in trying to extend your playtime by making you grind for experience. That includes grinding quests, monsters, dungeons, or anything else. If people aren't having a good time, we know they won’t stick around, so artificially inflating time spent playing is a self-defeating practice we aren't interested in. Our number one priority is fun (this is a game, after all!) and promoting a diverse array of activity options that allow you to pursue experience gains however you like.
While our intended goal is for it to take the average person 12-15 hours to gain a Veteran Rank, our QA team regularly gains Veteran Ranks on live in 8-10 hours or less. We've also witnessed you, our players, beating that time quite often, too. So, the 12-15 hour estimate is a baseline standard—mileage may vary (and it often does.)
We’re trying to be fairly open with our numbers by communicating our target leveling times, but in the interest of more clarity here are a few more details:
- We add experience multipliers to quests, usually depending on the time taken and relative difficulty. Those experience multipliers look like this:
- Very Easy = .1
- Easy = .75
- Standard = 1
- Hard = 1.5
- Very Hard = 2.25
- Point of Interest completion also has these modifiers applied, but most are set to “Standard.”
- Dungeon quest completion has an experience modifier of “Very Hard.”
- We do clamp experience so a single event can’t get you more than 10 percent of your current level.
Our current course of action is to fix the existing bugs, and then analyze before adjusting experience to be even more generous. Again, our goal is not to force a grind, we just don’t want to over-compensate. Thank you all for continuing to share your feedback and concerns on this issue.
World Boss xp (in craglorn): ~340 xp
Lockpicking a Chest (in craglorn): ~970 xp
Is a chest 3 TIMES HARDER than defeating a world boss? No, its not.
Is a world boss, oh, lets say, 20 TIMES HARDER than opening a chest? Yes, it is.
Therefore, world boss exp should be (970 x 20) = 19,400 XP.
Please fix this and roll this out next Monday.
Thanks!
Cut the guy some slack. He might just be REALLY, REALLY bad at picking chests...stefan.gustavsonb16_ESO wrote: »lorien1973 wrote: »If a world boss is melee and can be pinned down with CC, he is easier than a chest. One zone has 3 of them (some undead dude, a guar and some 2 bladed guy). I killed them over and over again while questing for a few days.
Were you actually trying to defend this blindingly obvious and pathetic imbalance? Seriously? You are not even going to say that Craglorn chests give too much XP and need to be nerfed? Lockpicking a chest, a task that takes ten seconds and has zero risk of death, is worth three times the XP of killing a CC immune world boss with tons of HP. We are talking Craglorn bosses here. To me, this screams of game breaking imbalance and unbelievably bad planning.
AlexDougherty wrote: »onlinegamer1 wrote: »ZOS_JessicaFolsom wrote: »Since we released Update 5, we've been paying very close attention to your concerns about the changes to Experience versus Veteran Point gain. We’d like to address some of those concerns.
First and foremost, we want everyone to know that we have zero interest in trying to extend your playtime by making you grind for experience. That includes grinding quests, monsters, dungeons, or anything else. If people aren't having a good time, we know they won’t stick around, so artificially inflating time spent playing is a self-defeating practice we aren't interested in. Our number one priority is fun (this is a game, after all!) and promoting a diverse array of activity options that allow you to pursue experience gains however you like.
While our intended goal is for it to take the average person 12-15 hours to gain a Veteran Rank, our QA team regularly gains Veteran Ranks on live in 8-10 hours or less. We've also witnessed you, our players, beating that time quite often, too. So, the 12-15 hour estimate is a baseline standard—mileage may vary (and it often does.)
We’re trying to be fairly open with our numbers by communicating our target leveling times, but in the interest of more clarity here are a few more details:
- We add experience multipliers to quests, usually depending on the time taken and relative difficulty. Those experience multipliers look like this:
- Very Easy = .1
- Easy = .75
- Standard = 1
- Hard = 1.5
- Very Hard = 2.25
- Point of Interest completion also has these modifiers applied, but most are set to “Standard.”
- Dungeon quest completion has an experience modifier of “Very Hard.”
- We do clamp experience so a single event can’t get you more than 10 percent of your current level.
Our current course of action is to fix the existing bugs, and then analyze before adjusting experience to be even more generous. Again, our goal is not to force a grind, we just don’t want to over-compensate. Thank you all for continuing to share your feedback and concerns on this issue.
World Boss xp (in craglorn): ~340 xp
Lockpicking a Chest (in craglorn): ~970 xp
Is a chest 3 TIMES HARDER than defeating a world boss? No, its not.
Is a world boss, oh, lets say, 20 TIMES HARDER than opening a chest? Yes, it is.
Therefore, world boss exp should be (970 x 20) = 19,400 XP.
Please fix this and roll this out next Monday.
Thanks!
You do realise they will just nerf the chest XP?
And given they want you to reach 4 million XP to get to VR12 you probably need all the XP you can find.
onlinegamer1 wrote: »World Boss xp (in craglorn): ~340 xp
Lockpicking a Chest (in craglorn): ~970 xp
Is a chest 3 TIMES HARDER than defeating a world boss? No, its not.
Is a world boss, oh, lets say, 20 TIMES HARDER than opening a chest? Yes, it is.
Therefore, world boss exp should be (970 x 20) = 19,400 XP.
Please fix this and roll this out next Monday.
Thanks!
onlinegamer1 wrote: »And on Monday, it will be 1 million xp/Vet Rank (its 1.4 million now). Wykkyd's Toolbar addon shows 4 million, but its wrong.
^^ I'm thinking that the addon(s) XP numbers are actually correct and it's the game's UI that's not correct, currently. I bet both the stock UI and respective addon's information will match when Zeni gets the fix's fix patch up and working.
onlinegamer1 wrote: »AlexDougherty wrote: »onlinegamer1 wrote: »ZOS_JessicaFolsom wrote: »Since we released Update 5, we've been paying very close attention to your concerns about the changes to Experience versus Veteran Point gain. We’d like to address some of those concerns.
First and foremost, we want everyone to know that we have zero interest in trying to extend your playtime by making you grind for experience. That includes grinding quests, monsters, dungeons, or anything else. If people aren't having a good time, we know they won’t stick around, so artificially inflating time spent playing is a self-defeating practice we aren't interested in. Our number one priority is fun (this is a game, after all!) and promoting a diverse array of activity options that allow you to pursue experience gains however you like.
While our intended goal is for it to take the average person 12-15 hours to gain a Veteran Rank, our QA team regularly gains Veteran Ranks on live in 8-10 hours or less. We've also witnessed you, our players, beating that time quite often, too. So, the 12-15 hour estimate is a baseline standard—mileage may vary (and it often does.)
We’re trying to be fairly open with our numbers by communicating our target leveling times, but in the interest of more clarity here are a few more details:
- We add experience multipliers to quests, usually depending on the time taken and relative difficulty. Those experience multipliers look like this:
- Very Easy = .1
- Easy = .75
- Standard = 1
- Hard = 1.5
- Very Hard = 2.25
- Point of Interest completion also has these modifiers applied, but most are set to “Standard.”
- Dungeon quest completion has an experience modifier of “Very Hard.”
- We do clamp experience so a single event can’t get you more than 10 percent of your current level.
Our current course of action is to fix the existing bugs, and then analyze before adjusting experience to be even more generous. Again, our goal is not to force a grind, we just don’t want to over-compensate. Thank you all for continuing to share your feedback and concerns on this issue.
World Boss xp (in craglorn): ~340 xp
Lockpicking a Chest (in craglorn): ~970 xp
Is a chest 3 TIMES HARDER than defeating a world boss? No, its not.
Is a world boss, oh, lets say, 20 TIMES HARDER than opening a chest? Yes, it is.
Therefore, world boss exp should be (970 x 20) = 19,400 XP.
Please fix this and roll this out next Monday.
Thanks!
You do realise they will just nerf the chest XP?
And given they want you to reach 4 million XP to get to VR12 you probably need all the XP you can find.
I doubt they will nerf chest exp.
And on Monday, it will be 1 million xp/Vet Rank (its 1.4 million now). Wykkyd's Toolbar addon shows 4 million, but its wrong.
OrangeTheCat wrote: »What is truly pathetic is that people actually defend this blatant imbalance. Unbelievable.
DenverRalphy wrote: »I don't think that it's really about difficulty, but more on Rarity. As it is now, you can farm WB's rather rapidly and accrue more XP than you would should you farm chests to lockpicks for the same amount of time.
No way they'd increase WB's to make your math work, because then it'd be crazy stupid XP being handed around like free candy.