Feedback Only-Test XP and Loot System - Updated

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Feedback Only-Test XP and Loot System - Updated

Post by Chasnor » Mon Jul 16, 2007 7:59 pm

NO DISCUSSIONS HERE

FEEDBACK ONLY


Post here your feedback if you have actually tested the system. If you wish to discuss, do it elsewhere. Discussion will be deleted.

Thank you for your help in testing this system.

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Post by Chasnor » Mon Jul 16, 2007 8:11 pm

Repost of original details:


The Avlis XP and Loot system has been going through some proposed changes. Revision has been looked at and developed by the team to the point now where we need you guys and gals to approve before it goes any further.
So we invite you to play test this new system for us and give as much constructive feed back as possible.
A local vault Test server has been set up for everyone to participate.

Server details
Avlis-XpLootTest
68.196.122.147:5128
password: XpLootTest

XP System
- XP is still dependent on CR but is no longer split among the party - everyone gets the same XP as they would have gotten had they killed the creature solo (in Avlis' current XP code the XP is split evenly among all party members, so this revision will cause an increase in XP).
- Traps and associates give XP to their creators/controllers.
- There is a an XP cap per kill of your level times ten or 200, whichever is smaller.
- There is also a time-based cap of 7000xp/week. (this does not include scripted quests, DM events, or crafting)

Creature Loot System
- Creatures with the Commoner or Merchant factions no longer drop loot.

New loot
- Humanoid
- Hostile animals, beasts, and magical beasts
- NPCs spellcasters
- Aberrations
- Constructs
- Dragons
- Elementals
- Oozes
- Undead
- Vermin

Remember this is a test, so test your butts off!

Feedback can be posted here.
Try and keep spoilers to a minimum.

Any bugs found please feel free to pm me
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Post by ShadowViper » Mon Jul 16, 2007 9:07 pm

ok my findings so far after a small solo test. I Took Dorg to the Bear caves found a few strang things.

loot :
-Animals drop new loot but they also drops three skins after the kill.
-an other strang thing is it looks like when groups are spawnd or the intire group drops loot or nobody drops loot, at least in my test one group of bears all dropped the new loot and the other group none droped loot.

XP :
An other weird thing here, how thougher the animal to kill the less Xp I got for it. I got 3-5 xp for a dire bear, 3 Xp for the ancient dire bears and 1 Xp for the M'checking Cave Bears.
While on the normal server it's the other way around which I must confess makes more sense to me.
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Post by PrinceOfCrossbreeds » Tue Jul 17, 2007 2:05 am

Got more XP when doing a Solo run through North-Eastern T'Nanshi while playing with the kobolds but I got ALOT less loot. IG, I could get about Two dozens Cure Serious potions from said kobolds but all I got was some coins.

Then I decided to pay b-berg my respects and killed every NPC there and to my surprise, I looted a 'Golem Manual: Emerald' OFF a b-berg resident.
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Post by Kerrick » Tue Jul 17, 2007 2:11 am

Grace (L38) and Cait (L27) did the Warrens partied... they made exactly the same XP for everything - 1-3 for elites, and 13-18 for champions. Loot was nearly nonexistant - about 1 in 10, most of that gold. We found a few interesting items: an amulet with a bonus L7 Wiz spell (from a high priest), breastplate +3 vs lawful (champion), and some darts.


Later, I took my L12 alt with Grace to Bachwood. Partied, we made 1-3 for the cyclops... alone, I made 13-15 each. Still very little loot - only thing I found besides gold was a club with 1d4 divine damage.
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Post by Katroine » Tue Jul 17, 2007 2:17 am

Kerrick wrote:Grace (L38) and Cait (L27) did the Warrens partied... they made exactly the same XP for everything - 1-3 for elites, and 13-18 for champions. Loot was nearly nonexistant - about 1 in 10, most of that gold. We found a few interesting items: an amulet with a bonus L7 Wiz spell (from a high priest), breastplate +3 vs lawful (champion), and some darts.


Later, I took my L12 alt with Grace to Bachwood. Partied, we made 1-3 for the cyclops... alone, I made 13-15 each. Still very little loot - only thing I found besides gold was a club with 1d4 divine damage.
We got the 13 if the Champions died first, otherwise lower, group dynamic thing perhaps.

When unpartied, Grace's xp never changed, same as before. I don't know if that was supposed to change or not. The loot was definitely lower in the Warrens, but I can't say about Bachwood as I haven't been there in ages.

The meat is awesome, without giving away spoilers I hope.
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Post by zsenf » Tue Jul 17, 2007 3:00 am

I just took a default char(the 12 barb 3 WM) from Bburg to S Mchek, and she got zero exp for commoners, ogres, and halforc bandits, and 8 exp for the MChek guardsman who kills the worgs. The worgs dropped 2 hides each. I couldn't get my main char there, just the lvl 1 version of him.
Are you sure this thing's gnome-made? I don't see how I could hurt myself with it.
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Post by jordenk » Tue Jul 17, 2007 4:08 am

I did a run through the warrens and the cave and got pretty much no loot... minus a few minor things... and I also somehow found a golem manual on a b-berg resident.
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Post by robocod » Tue Jul 17, 2007 9:03 am

Took Fred The Gimp (lvl 11 ranger/lvl 3 wizard) on a tour of Westshore Crypt. Tried a few traps, but none managed to kill anything (and wasn't partied anyway (nobody on) so probably not make much difference). XP was about same as normal (I did same run on the real Avlis for comparison). Still get 0xp for lower CR things (ogre beserkers, etc.) Amor dye on an ogre, very few other drops.
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Post by robocod » Tue Jul 17, 2007 9:07 am

Made another char and messed about with traps, some more... but nothing notable to report. I think, if trappers do get more XP for these things it would be nice... lets hope it works. I'll try it later if I can find somebody. Did some giants, more armor dyes dropped, named armor etc. like before. Skins on worgs. etc. Don't notice much difference when solo, I guess effects only kick in with party... but nobody on this morning :(
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Post by robocod » Tue Jul 17, 2007 9:40 am

Took "Ed The Barbarian" (lvl 21 Barbarian) down Bachwood. He still had enough XP left over from the character level and so was able to take level straight away. When I made a kill (M'check solider) I got message saying I couldn't gain any more XP until he'd levelled, and it actually took off some XP (I think it was putting me just below the lvl boundary.. not entirely sure as you can't see XP because of the "Click to Level" box). I guess this is intentional to stop people holding onto to a lvl so they can milk sweet-spots. It works.

Noticed, that Ed got few XP (2-3) for giants, but none for scrags, trolls, Ogre Beserkers, etc. Probably just something to do with the way CRs are calculated, but I don't find giants any more challenging than the scrags, ogre beserkers, etc. Just a quirk of CRs I guess.

Will try mage next. (BTW, is there any point in trying different PC class mixes, or am I just having fun trying them out for no real benefit).
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Post by Deider » Tue Jul 17, 2007 12:47 pm

robocod wrote:Will try mage next. (BTW, is there any point in trying different PC class mixes, or am I just having fun trying them out for no real benefit).
Not really. The loot dropped depends on the creature, not you. And the XP is not connected to your build at all.

Speaking of classes though, for humanoids you fight, their build DOES determine what kind of loot drops. Mages and clerics dropping scrolls and wands, monks dropping monk-related gear like kamas and shuriken, etc.
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Post by NightsMistress » Tue Jul 17, 2007 1:28 pm

I found loot drops generally very rare, I'd say about 1:10. Mostly it was standard stuff but I did find a few lesser magic items. The range of stuff seems to have increased - I found Lock Picks +10 and even some metal dye. Some stuff seemed creature dependant: stag beetle poison from stag beetles and acid bombs on Gelatinous Cubes.
All animals I tried (dire rats, wolves, bears, kurathene falcons) dropped animal hides (3 in the case of the bears).
The one acception to fewer drops seemed to be the orc slavers by Derrington keep. There the drops seemed to be about 50%.
I tried the bandits and mines at Nelthrope, orc slave caves, Westshore crypts and some various outdoor areas of M'Chek.

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Post by Sephira » Tue Jul 17, 2007 2:51 pm

Deider wrote:Speaking of classes though, for humanoids you fight, their build DOES determine what kind of loot drops. Mages and clerics dropping scrolls and wands, monks dropping monk-related gear like kamas and shuriken, etc.
:O

That is so awesome! *squees*
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Post by Kerrick » Tue Jul 17, 2007 5:07 pm

Creature Loot System
- Creatures with the Commoner or Merchant factions no longer drop loot.
Oh yeah, forgot to mention this. Either the farmers/Romini in Bachwood aren't commoner faction, or the above statement is false. I killed a group just to check, and they still drop the same loot - a tunic and copper ring or greenstone. Not really NICE loot, but still loot.
<Loki70|IG> Umm, without magic, isn't Lafreth like an octogenarian in a bath robe?
<Vipact> I don't know what that is, but I'm pretty sure he has less than 8 sides.
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Post by Katroine » Tue Jul 17, 2007 6:00 pm

Kerrick wrote:
Creature Loot System
- Creatures with the Commoner or Merchant factions no longer drop loot.
Oh yeah, forgot to mention this. Either the farmers/Romini in Bachwood aren't commoner faction, or the above statement is false. I killed a group just to check, and they still drop the same loot - a tunic and copper ring or greenstone. Not really NICE loot, but still loot.
I noted this with the Blandenberg folks and commoners outside Finmaegen. They dropped a weapon, clothes, hair and some gold or gem.
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Post by MadK@ » Wed Jul 18, 2007 8:37 am

Creature Loot System
- Creatures with the Commoner or Merchant factions no longer drop loot.
The above statement is true for generated loot, however if the creature has items placed in their inventory marked as droppable then they will still drop those items. As is the case for most of the commoner type npc's that spawn in MChek.
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Post by gwydion2 » Wed Jul 18, 2007 1:10 pm

Logged in last night using the default lv15 barbarian.

Spent a few minutes partied with Crunk, killing the guards at Finmeagan. I got about 6xp for the kills and these guards were way more powerful than me.

Soloed for a bit after Crunk left.
Killed a few bandits and ogres for 0xp
Killed the merchant at the dancing Kelpie for 10xp and he dropped a stone of mikons blessing (or something like that) a minor charged item.
Killed (eventually) a pack of super goblins, which I think gave me about 6 each. One had a minor magic club with bonus ac vs vermin.

Delorfiwen (lv32) logged in and we partied to take on the minotaur caves.
Not a place I could have survived an encounter without Delor's help.
When partied, we both got 1-3 xp per kill.
We tried unpartying to test the difference and at this point I was getting 48-50 xp / kill while Delor was still getting the 1-3.

To me it seems that the party code is not working as advertised and needs some more work. The results described in the minotaur cave are what I would have expected under the old system. Partied together, we count as a level 25 party and both get monster xp according to that level, which is the minimum 1-3 for all creatures above CR10.

We got a fair few bits of minor loot from the Minotaurs, though most just dropped gold. Gives it a bit more characters to see the named items related to the kill. A few scrolls, +1 Con breastplate, darts with vampiric regen. Good to see a lot less potions and alchohol. We get too many high level potions dropping on Avlis at the moment and toneing it down is good.
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Post by MadK@ » Wed Jul 18, 2007 8:05 pm

Server has just been updated to fix a couple of things.

Please keep the feedback coming.
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Post by yorlik » Thu Jul 19, 2007 9:30 pm

Stumbled along soloing with a level 40 wiz/f/pale.
Results:
- Not a single XP - not even from really nasty bugbears like in the northeast of TNanshi.
- Loot still contains Dyes from time to time (Troll Loot).
- In some areas the loot was quite stereotypic:
Throwing axe of this and that all times.

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Post by Crunk » Thu Jul 19, 2007 10:34 pm

gwydion2 wrote:Logged in last night using the default lv15 barbarian.

Spent a few minutes partied with Crunk, killing the guards at Finmeagan. I got about 6xp for the kills and these guards were way more powerful than me.

Soloed for a bit after Crunk left.
Killed a few bandits and ogres for 0xp
Killed the merchant at the dancing Kelpie for 10xp and he dropped a stone of mikons blessing (or something like that) a minor charged item.
Killed (eventually) a pack of super goblins, which I think gave me about 6 each. One had a minor magic club with bonus ac vs vermin.

Delorfiwen (lv32) logged in and we partied to take on the minotaur caves.
Not a place I could have survived an encounter without Delor's help.
When partied, we both got 1-3 xp per kill.
We tried unpartying to test the difference and at this point I was getting 48-50 xp / kill while Delor was still getting the 1-3.

To me it seems that the party code is not working as advertised and needs some more work. The results described in the minotaur cave are what I would have expected under the old system. Partied together, we count as a level 25 party and both get monster xp according to that level, which is the minimum 1-3 for all creatures above CR10.

We got a fair few bits of minor loot from the Minotaurs, though most just dropped gold. Gives it a bit more characters to see the named items related to the kill. A few scrolls, +1 Con breastplate, darts with vampiric regen. Good to see a lot less potions and alchohol. We get too many high level potions dropping on Avlis at the moment and toneing it down is good.
about this as a 40th level Crunk with an xp penalty I spawn some nasty Dev critting guards at finmegan keep. the yealid anywhere from 168 xp-34xp, but whenever i'm partied the guards spawn differently, because i only see 1-2 xp a guard i'm not sure if the grouping is causing diferent spawns or there is some adjusment in average group level putting us too low to recieve xp.
you may want to look into this
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Post by MadK@ » Sat Jul 21, 2007 8:27 am

Updated again
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Post by yorlik » Sat Jul 21, 2007 9:18 am

Xp code seems to work as expected:

Warrens undercaves with a level 12 and a level 40 gave the level 40 PC
only 13 XP for a cjampion, else nothing, 120 for each kill for the level 12 PC,
which is the level times 10 max.

Loot seemed nice, though a lot of +3 items (armor and such)

Mchekian Sergeants still drop dyes.
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Post by Deider » Sat Jul 21, 2007 5:28 pm

Thanks to everyone who has taken the time to playtest.

I'd like to ask a small favor: when reporting loot that you get, could you be as detailed as possible? Things like the name of the creature killed, where you killed it, and the name and properties of the item(s) it dropped would help us figure out if things are dropping that shouldn't be, or if the chance for loot to drop is too high/low, or if the type of loot dropping needs to be adjusted (too many dyes, too many darts/throwing axes, not enough gold/gems, etc.).

Also, I've heard that animal meats and hides are dropping properly. Anyone found any ichors yet?
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Post by ShadowViper » Sat Jul 21, 2007 5:50 pm

I got killed today while testing and discovered that a creature in the Deathplane was also dropping loot, Don't think that's suppose to happen so I thought I report it.
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