Tervic2009-11-05 23:24:59
QUOTE (Estarra @ Nov 5 2009, 03:21 PM) <{POST_SNAPBACK}>
Titans lose a huge amount of xp too, so that's really besides the point. The issue arises when we go into essence territory. While I get the points you raise of punishing abusers, I still don't like leaving wild discrepancies. If we were to up the xp gain as dramatically as some think we should (i.e., titan level), then upping the essence loss to be commensurate would probably be too much.
So curve it, as previously suggested, or make it a % of essence reserves lost upon death. Something in the realm of 5% should do it.
Xenthos2009-11-05 23:26:22
QUOTE (Estarra @ Nov 5 2009, 06:21 PM) <{POST_SNAPBACK}>
Titans lose a huge amount of xp too, so that's really besides the point. The issue arises when we go into essence territory. While I get the points you raise of punishing abusers, I still don't like leaving wild discrepancies. If we were to up the xp gain as dramatically as some think we should (i.e., titan level), then upping the essence loss to be commensurate would probably be too much.
There is no way of tweaking this code to work differently for Demigods than for mortals? I understand it's all legacy code, but frankly, you could leave the system as-is without touching it and then maybe add in something else for "if Demigod, give killer X experience and take Y essence from Demigod" completely outside of the legacy code. Since the legacy exp is 0.1% or less for killing a Demi, it won't affect the end result much.
Xenthos2009-11-05 23:27:13
QUOTE (Tervic @ Nov 5 2009, 06:24 PM) <{POST_SNAPBACK}>
So curve it, as previously suggested, or make it a % of essence reserves lost upon death. Something in the realm of 5% should do it.
She's saying that essence and experience aren't a 1-1 relationship, so if you want it to be worthwhile experience wise, it's going to be fsking painful essence-wise, heh. At least, that's the sense I get from her statement.
I know I don't want to lose a million+ if I die to an NPC.
Estarra2009-11-05 23:36:04
QUOTE (Xenthos @ Nov 5 2009, 03:27 PM) <{POST_SNAPBACK}>
I know I don't want to lose a million+ if I die to an NPC.
It'd be more like 3 million essence!
Xenthos2009-11-05 23:37:15
QUOTE (Estarra @ Nov 5 2009, 06:36 PM) <{POST_SNAPBACK}>
It'd be more like 3 million essence!
I was figuring you wouldn't want to give us exact numbers so I didn't ask, but I was pretty sure it was far over a million, heh.
That would be insanely rough.
Estarra2009-11-05 23:41:39
Ok, so, if I'm understanding the suggestion, if an ascendant or demigod dies in enemy territory, then and only will they get the extra penalty of 5% loss of their essence. However, if they die any place else, then the loss will be what it is now. Thus, if a demigod with 50 million essence dies in enemy territory, they will lose an extra penalty of 2.5 million essence and if a player killed that person, they'd get the extra xp (which, btw, would still be less than killing a titan). Am I understanding the suggestion correctly? And is it fair? Note the extra xp you get from killing a demigod/ascendant would only kick in on enemy territory.
Tervic2009-11-05 23:43:03
So, why not make the omfg huge loss only applicable to pvp? And I'd still like to hear if there's anything wrong with the %-based loss idea. Or why not tweak the essence-to-experience ratio? I really feel that there are a lot more ways than just "make freakishly huge essence loss".
Xenthos2009-11-05 23:48:37
QUOTE (Estarra @ Nov 5 2009, 06:41 PM) <{POST_SNAPBACK}>
Ok, so, if I'm understanding the suggestion, if an ascendant or demigod dies in enemy territory, then and only will they get the extra penalty of 5% loss of their essence. However, if they die any place else, then the loss will be what it is now. Thus, if a demigod with 50 million essence dies in enemy territory, they will lose an extra penalty of 2.5 million essence and if a player killed that person, they'd get the extra xp (which, btw, would still be less than killing a titan). Am I understanding the suggestion correctly? And is it fair? Note the extra xp you get from killing a demigod/ascendant would only kick in on enemy territory.
I dislike this idea of a percentage base simply because... well... a lot of the active demi raiders really don't have a large amount of essence. They're still not going to be losing a whole lot, whereas those of us who aren't usually raiders will get hammered majorly when we are "required" to raid (yes, I will admit to being somewhat selfish here, but I'm up over 80mil myself and I really don't raid except for the large group end-game ones). That is a -huge- risk, whereas if I only had 5,000,000 essence, it's almost no risk whatsoever.
So, to me, it doesn't seem very fair. Especially for those raiders who don't stack up the essence. :/
Estarra2009-11-05 23:50:43
QUOTE (Tervic @ Nov 5 2009, 03:43 PM) <{POST_SNAPBACK}>
So, why not make the omfg huge loss only applicable to pvp? And I'd still like to hear if there's anything wrong with the %-based loss idea. Or why not tweak the essence-to-experience ratio? I really feel that there are a lot more ways than just "make freakishly huge essence loss".
The idea did call for 5% loss of existing essence reserves and my example was 2.5 million for someone with 50 million essence. For someone with 5 million essence, the essence loss would be 250,000. Sure we could tweak the essence-to-experience but note that if the person with 5 million essence would give xp to roughly titan xp, then the person with 50 million essence would be like killing 10 titans.
Xenthos2009-11-05 23:50:51
For example, take a look at Ethelon's essence total.
I prefer a flat-rate, to be honest.
I prefer a flat-rate, to be honest.
Estarra2009-11-05 23:52:09
QUOTE (Xenthos @ Nov 5 2009, 03:50 PM) <{POST_SNAPBACK}>
For example, take a look at Ethelon's essence total.
I prefer a flat-rate, to be honest.
I prefer a flat-rate, to be honest.
And your suggestion for a flat-rate would be?
Tervic2009-11-05 23:52:39
QUOTE (Estarra @ Nov 5 2009, 03:41 PM) <{POST_SNAPBACK}>
Ok, so, if I'm understanding the suggestion, if an ascendant or demigod dies in enemy territory, then and only will they get the extra penalty of 5% loss of their essence. However, if they die any place else, then the loss will be what it is now. Thus, if a demigod with 50 million essence dies in enemy territory, they will lose an extra penalty of 2.5 million essence and if a player killed that person, they'd get the extra xp (which, btw, would still be less than killing a titan). Am I understanding the suggestion correctly? And is it fair? Note the extra xp you get from killing a demigod/ascendant would only kick in on enemy territory.
Yep, that was my suggestion. Maybe the numbers would need a little tweaking, but that's the gist of it.
Also, why can't we link xp gain to level versus essence lost? That way we don't run into the "I just killed fifty titan-equivalents" problem.
Xenthos2009-11-05 23:53:38
QUOTE (Estarra @ Nov 5 2009, 06:52 PM) <{POST_SNAPBACK}>
And your suggestion for a flat-rate would be?
I'm fine with 1 million flat in enemy territory, tweaked enough to be worth 2 Titans or so. The raid or two needed to kill SMobs will hurt but is recoverable from with some hours of work (commensurate to the work required to raise smobs). Assuming death is involved (which, with updates, may be more likely).
Fern2009-11-05 23:55:31
QUOTE (Xenthos @ Nov 5 2009, 06:48 PM) <{POST_SNAPBACK}>
I dislike this idea of a percentage base simply because... well... a lot of the active demi raiders really don't have a large amount of essence. They're still not going to be losing a whole lot, whereas those of us who aren't usually raiders will get hammered majorly when we are "required" to raid (yes, I will admit to being somewhat selfish here, but I'm up over 80mil myself and I really don't raid except for the large group end-game ones). That is a -huge- risk, whereas if I only had 5,000,000 essence, it's almost no risk whatsoever.
So, to me, it doesn't seem very fair. Especially for those raiders who don't stack up the essence. :/
So, to me, it doesn't seem very fair. Especially for those raiders who don't stack up the essence. :/
well, part of that is the whole point. You don't want to lose the essence, right? So that's why you wouldn't raid!
@Estarra
I think we are all pushing for the xp of killing a Demi/Ascendent to increase regardless of where the kill was made. The current xp for killing one is really inappropriate compared to the risk involved.
My question is, does the code require you to make the xp/essence gain/loss an exchange? If it does, can you, like Xenthos said, add in extra lines to just give a % to the killer without making it come out of the essence of the killed?
Estarra2009-11-05 23:55:57
QUOTE (Xenthos @ Nov 5 2009, 03:53 PM) <{POST_SNAPBACK}>
I'm fine with 1 million flat in enemy territory, tweaked enough to be worth 2 Titans or so. The raid or two needed to kill SMobs will hurt but is recoverable from with some hours of work (commensurate to the work required to raise smobs).
Well, tell me this, because I don't know, is the amount of work it takes acquire 1 million essence the same as it is to get 2% to the next level while a titan?
Xenthos2009-11-05 23:56:57
QUOTE (Fern @ Nov 5 2009, 06:55 PM) <{POST_SNAPBACK}>
well, part of that is the whole point. You don't want to lose the essence, right? So that's why you wouldn't raid!
@Estarra
I think we are all pushing for the xp of killing a Demi/Ascendent to increase regardless of where the kill was made. The current xp for killing one is really inappropriate compared to the risk involved.
My question is, does the code require you to make the xp/essence gain/loss an exchange? If it does, can you, like Xenthos said, add in extra lines to just give a % to the killer without making it come out of the essence of the killed?
@Estarra
I think we are all pushing for the xp of killing a Demi/Ascendent to increase regardless of where the kill was made. The current xp for killing one is really inappropriate compared to the risk involved.
My question is, does the code require you to make the xp/essence gain/loss an exchange? If it does, can you, like Xenthos said, add in extra lines to just give a % to the killer without making it come out of the essence of the killed?
Except that, if you had checked, you'd see that there are those who are active raiders with very low essence. So, it's not a deterrent to many of those to whom the system is "supposed" to deter. Instead, it's more of a deterrent to those of us who don't raid much. Just a bit backwards, I'd say.
Xenthos2009-11-06 00:01:45
QUOTE (Estarra @ Nov 5 2009, 06:55 PM) <{POST_SNAPBACK}>
Well, tell me this, because I don't know, is the amount of work it takes acquire 1 million essence the same as it is to get 2% to the next level while a titan?
Um, I never did Titan, but I'd imagine the amount of work is a bit more for a million essence than for 2% of Titan. If we take 120,000,000 essence as roughly the same amount of experience as bashing from 1-100, we can do some basic math. Assuming the numbers are roughly accurate, every "two percent" being a million would end up with 50 mil out of 120 mil being for "the last level" (2% goes into 100% 50 times, so equates to 50 million essence).
Unless the amount of experience needed for Titan is over 40% of the total experience count needed, then yes, getting a million essence is a bit more difficult than getting 2% as a Titan.
Gregori2009-11-06 00:02:40
That's why you add a minimum loss, like Desitrus said. 5% or 500k which ever is greater.
Gregori2009-11-06 00:03:26
btw I can get 1 million essence in <1 hour of astralbashing or aetherbashing.
Desitrus2009-11-06 00:05:40
Don't have time to go too deep into it before I leave work but is 5% and a minimum floor not possible? Like, 5% with a minimum of 500k as the least you could lose? That way if you're down around 3,000,000 you don't get off scott-free at 150k, you lose 500k. Forces you to actually go out and raise your essence to keep demigod, as well.