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Thread: XP from TestLive

  1. #101
    Rate of relay drops is likely around .1% or so, since FC seems to enjoy using values at such a low level.

    Saying "3 in 30 minutes" also does not say much. The loot is not dependant on the time you are there, rather the speed in which you kill mobs. If you take a doctor into s10 you will certainly not expect to kill as often as an MA.


    It's not actually hard to make an appropriate drop rate, but there is a variable you have to check as well. First, see which mobs are actually dropping the relays, and determine whether the stronger "type 2" mobs are dropping them more often or even the only mobs dropping them. While doing that, you simply have to count how many aliens you are killing (easily done by using your invader kill count) and then compare that to how many relays you have. A good number of kills would be 1000, but 2000 should be relatively safe if every mob can drop relays at an equal rate.

    Number of relays / number of kills ~ droprate

    Simple enough.

  2. #102
    Currently, im at 1000 kills in s10 on the live server (calculated using my invader count)

    I got 12 relays out of this. They dropped off of all kind of mobs except larvas and vectors. However, i didnt have the chance to kill the higher lvled mobs to see if their droprate is higher.
    Next time that i go in there ill note the name of the alien that drop the relay in case there is a certain type that drop em more often.
    Its funny how traditional biologists seek mechanisms avidly, but still assert that biology cannot be treated like a machine.

  3. #103

    Wink

    Quote Originally Posted by Gatester View Post
    Rate of relay drops is likely around .1% or so, since FC seems to enjoy using values at such a low level.

    Saying "3 in 30 minutes" also does not say much. The loot is not dependant on the time you are there, rather the speed in which you kill mobs. If you take a doctor into s10 you will certainly not expect to kill as often as an MA.


    It's not actually hard to make an appropriate drop rate, but there is a variable you have to check as well. First, see which mobs are actually dropping the relays, and determine whether the stronger "type 2" mobs are dropping them more often or even the only mobs dropping them. While doing that, you simply have to count how many aliens you are killing (easily done by using your invader kill count) and then compare that to how many relays you have. A good number of kills would be 1000, but 2000 should be relatively safe if every mob can drop relays at an equal rate.

    Number of relays / number of kills ~ droprate

    Simple enough.
    ouchie! me ATROX...HEAD hurts /quoting that..ME JUST KILL/KILL/KILL MOBS TILL IT DROPS..SIMPLER ^_=
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  4. #104
    Quote Originally Posted by Mastablasta View Post
    Indeed. But I believe the plan is for a lot of RK to be brought up to speed more for it to make more sense for subscribers and froobs to play together.
    Everything in AO goes in cycles. It starts off hard for the extreme twink players then it eases up for more casual players. This rk xp thing was a long time in comming. I relish the thought of doing rk missions (dungeons) with froob org mates more often.
    ~Anyone can level, but only the wise gain experience~

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  5. #105
    Quote Originally Posted by Rurounin View Post
    I'll believe it once you have clocked several hours of it. You are claiming that the droprate has been increased based on a 30 minute scenario, had you done several hours of it with the same results then I would have believed it. But I can't see this as anything else than speculation. Without proof a theory is just a theory, and a theory is not facts. I don't mind if you think it is, but don't go around saying things people may believe and act stupid over.

    Until proof has been given it should be regarded as a theory.
    Between my test and everyone i talked to on test that said themselves its definitely increased.

    But fine if you dont want to believe me dont then lol. I'm not here to do extensive tests for anyone. I was merely relaying my own personal info. Ill remember not to try to help on these forums anymore, thanks.

  6. #106
    Quote Originally Posted by Mastablasta View Post
    Indeed. But I believe the plan is for a lot of RK to be brought up to speed more for it to make more sense for subscribers and froobs to play together.
    Exactly my point, Masta. Applying these changes only to dungeons makes sense, yes, but it would make more sense if people got the chance to decide if they wanna hunt outdoors or do boring runs in dungeons. Just saying. Oh and missions, which were always the most awesome leveling experience ever.

    EDIT: If someone told me that the plan is to bump up the XP gain of ALL of RK after they do it in these dungeons, I'd shut up.
    Last edited by User1337; Apr 18th, 2013 at 21:07:55.
    Protektor- Engydoggy- Spydoggy- RealMadrid - Some others.
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  7. #107
    Although it would be good to boost outdoor xp on rk. You must consider the detrimental effect
    of it aswell. Which is that more people will just ost/kite on rk whoch defeats the purpose of trying to promote more team cohesion/improve community interaction.

    Making it only apply to dungeons, most of which are level locked knocks the problem of pocket plvling on the head. As the xp will be somewhat competitive to aoeing nasc/ely hecks on sl and the numerous rk pocket spots which already exist.

    I'd 100% back you up on improving outdoor xp if they stopped pocketing altogether. No more doc/enf/adv osting for teams... It does get extremely boring sitting afk or spamming ve/kels every 5 mins or hitting that xp perk. But unfortunately not many teams run anymore in the 1-160 range, dependant on your timezone.

  8. #108
    That's the player effect, mostly... People just don't have the same mindset that was previously prevalent in MMOs.
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  9. #109
    Quote Originally Posted by Duc-Esteban View Post
    Currently, im at 1000 kills in s10 on the live server (calculated using my invader count)

    I got 12 relays out of this. They dropped off of all kind of mobs except larvas and vectors. However, i didnt have the chance to kill the higher lvled mobs to see if their droprate is higher.
    Next time that i go in there ill note the name of the alien that drop the relay in case there is a certain type that drop em more often.
    I don't recall seeing relays off any of the quest mobs. That is: Larvae, Vector, General, Medic and Comm Officer.


    Quote Originally Posted by Psikie View Post
    I relish the thought of doing rk missions (dungeons) with froob org mates more often.
    You mustn't think much of your friends if your only reason for teaming with them on RK is because you get more XP.
    This was what I was wearing. Tell me I asked for it

    Quote Originally Posted by Marinegent View Post
    Soldier reflects just flat out need to be much stronger all the time (70%~ at level 220 at all times...)
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  10. #110
    Quote Originally Posted by tholly View Post
    Although it would be good to boost outdoor xp on rk. You must consider the detrimental effect
    of it aswell. Which is that more people will just ost/kite on rk whoch defeats the purpose of trying to promote more team cohesion/improve community interaction.

    Making it only apply to dungeons, most of which are level locked knocks the problem of pocket plvling on the head. As the xp will be somewhat competitive to aoeing nasc/ely hecks on sl and the numerous rk pocket spots which already exist.

    I'd 100% back you up on improving outdoor xp if they stopped pocketing altogether. No more doc/enf/adv osting for teams... It does get extremely boring sitting afk or spamming ve/kels every 5 mins or hitting that xp perk. But unfortunately not many teams run anymore in the 1-160 range, dependant on your timezone.
    You know, they could just boost up the exp reward for completing a RK mission to promote more RK leveling and teaming. Does not have to be mobs alone ^^

  11. #111
    Quote Originally Posted by Arraris View Post
    You know, they could just boost up the exp reward for completing a RK mission to promote more RK leveling and teaming. Does not have to be mobs alone ^^
    Boss mobs in missions reward boost, I could vote for that.
    ~Anyone can level, but only the wise gain experience~

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  12. #112

    Question

    Quote Originally Posted by Gatester View Post
    ..... As a side note, you can apparently warp from borealis directly to smugglers den now so be sure to take advantage of it.

    Thanks Michi


    where exactly is the place to warp? from the reference of Borealis' Grid/Whompah to Jobe/Whompah next to Juggernaut (well know RK land marks of Borealis)
    "Don't think...feel, it's like a finger pointing towards the moon"

  13. #113
    If it's still the same, standing in front of and facing the Bor Jobe Wompah. Door immediately to the left of it and you.
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    Quote Originally Posted by Lazy
    clearly, it's all because arbalest is clan-only. all the omnis pvpers went clan for arbalest and all the omni pvmers went clan for the 35% xp buff so now the ratio of clan to omni is 9:1 herp derp clan favouritism herp derp devs are clan.

  14. #114
    Has the XP in the RK missions been changed at all?
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  15. #115
    Bump to increase XP rate in RK Missions too! I've always preferred those to other leveling methods that have come over the years, and would like them to be an efficient use of my time again.
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  16. #116

    RK missions

    I've missed running RK missions, they were always way more interesting then sl was when it came to enjoyably.

    So bump for an increase in RK mission xp

    Mrg
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