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Weekly Experience Cap QuestionFollow

#1 Sep 02 2010 at 4:30 PM Rating: Decent
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This is to those that are playing in the Beta.

Have they implimented this idea already? The idea where they will be caping your experience gain at max after 8 hours, and then reducing gain afterwards for another 7 hours before ending experience gain?

This is the one thing that I have read, but can't find confrimation, that's keeping me from pre-ording this game.
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#2 Sep 02 2010 at 4:45 PM Rating: Good
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It was enabled in cb. And now that no-one can access the cb forums, the explanation of what it is is lost -.-

Basically, it boils down to this:
SE determined (how idk) the max amount of xp that someone could get in a week of ONLY DOING XP GAINING ACTIVITY. They then determined how much that equated to in an hour of xp, THEN they took that and made this surplus xp thingamajig so that you can get the amount of xp that you WOULD HAVE gotten in that week, but you can get it in an 8 hour period (of only doing xp gaining activities), with the amount you get going to surplus going higher each hour after the 8. Eventually, at something like 7 hours after the initial 8, you no longer gain active xp, it all goes to surplus.

THAT IS HOW I UNDERSTOOD IT.

With that setup, you don't have to grind all week to make the xp, you can do it in a few days and that leaves the rest of the week open to things like quests, other jobs, REAL LIFE... stuff like that.

Here's what people that are against the surplus system are forgetting: If the surplus system WAS NOT in place, the xp gained would be MUCH LESS, causing even more time required to only grind, thereby reducing the fun quotient in the game.

Although, whether you're for or against the surplus system shouldn't define whether you pre-order or not, that should be decided overall especially taking into account the sheer smoothness of this "open" beta setup that SE thinks is ok.
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#3 Sep 02 2010 at 4:53 PM Rating: Excellent
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Yea seriously do not worry about cap. You would have to be grinding NON STOP for 8 hours for this to effect you. If you do ANYTHING else in the game, be it quests or crafting or just talking to LS mates your timer will start to go down again. So logging off for the night or just for a couple hours will reduce the cap again.

#4 Sep 02 2010 at 5:01 PM Rating: Decent
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11,563 posts
Okay, good. You guys have eased my mind, and helped sway my decision to pre-order. I've been following this for a long time, and am so glad that this game is finally coming out. Sad that I missed a chance to do the beta. I can't wait, looks amazing, and from what my co-worker, who is in the Open Beta, says it's a great game!

Thank you for the quick responses, rate ups were given for the timely response.
____________________________
[20:55] Darqflame: <3 U2 Kupo

Be Jealous

[14:24] nLoD: so it can't be all that hard can it?!
14:25] Pikko: obviously for magi it was really hard.. all the time

WoW: Retired
Uncleleo - 80 Undead Warlock Earthen Ring
Kishio - 80 Blood Elf Priest Earthen Ring
Elainebennis - 80 Blood Elf Death Knight Gul'dan

EQ2: Retired
Ishio - 80 Kerran Shadowknight - Crushbone
Ishiu - 26 Ogre Defiler - Crushbone
Ishias - 36 Conjy - Crushbone
Nerstinna - 16 Warden - Crushbone
>:3
#5 Sep 02 2010 at 5:36 PM Rating: Decent
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423 posts
Quote:
Yea seriously do not worry about cap. You would have to be grinding NON STOP for 8 hours for this to effect you. If you do ANYTHING else in the game, be it quests or crafting or just talking to LS mates your timer will start to go down again. So logging off for the night or just for a couple hours will reduce the cap again.


You sure it reduces the cap? But even so how is the cap is it total or per job? My only concern is crafting IS a job and you DO get exp. Basically i could craft for 8 hours... which for me is realistic and i would get reduced exp for the week and force me to do something else.

That or it isn't per job and basically i'm force to stop playing... i dunno.
#6 Sep 02 2010 at 5:41 PM Rating: Decent
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My understanding of the explanation is that there are separate caps that are maintained. One per class, plus one for physical level. They are independent of one another, but they all work the same. Leveling one class will make another recover. The exception appears to be physical experience, which will work toward the cap regardless of what you do.

In an interview toward the beginning of the controversy, the dev team appeared to be considering putting physical level on a longer timer than the rest.

One question though. Has anybody in the open beta actually run into the threshold system yet?
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