Oroborous
2006-03-06 17:47:20 UTC
#10819
I'd suggest taking a look at this.
I'm not sure its working because currently the highest level characters on the server happen to all be ECL and sitting at *effective character level*s of nine.
While the highest level human is level 8.
I hear this is because ECL only effects kill xp which is largely minimal in the first place while quest xp isn't effected.
Essentially, this makes ECL characters level *faster* and not slower than regular PCs since their ECL starts them out at higher levels and power but essentially they still level just as fast as everyone else.
PanamaLane
2006-03-06 17:53:08 UTC
#10820
Agreed. ECL has never seemed to make much of a difference to my character.
FiveFeet
2006-03-06 20:16:41 UTC
#10824
Yes, I've to agree on that. I hardly even notice the exp-hit I'm supposed to be receiving when I play my current character.
Arkov
2006-03-06 20:21:47 UTC
#10826
Quest XP does need to be tied into the XP system proper, so that it'll decrease appropriately relative to the levels and effective level adjustments of the characters involved.
PanamaLane
2006-03-06 21:35:32 UTC
#10836
Why do I now feel like I shouldn't have said anything? :(
Vlaid
2006-03-06 22:22:58 UTC
#10839
Though the ECL characters who are already around 8-9 got it easy, and can sit at the softcap of the server without worrying about having to struggle through the exping anymore. Oh well, that's why pencils have erasers, or some such.
Inquisitor
2006-03-06 23:52:53 UTC
#10846
You can just do what Metro did for my Drow.
Randomly take off XP to make up for the ECL >.>
You all have it easy!
LaBrea
2006-03-07 00:40:31 UTC
#10848
I don't really have a problem with ECL characters being substantially more powerful then their human equivalents. For example, a Drow should be scary. If the drow is level 6 vs a human level 8, he's not scary. ECL creatures are apped for and they should bestow a decent advantage over just plain old humans.
Naga
2006-03-07 00:58:41 UTC
#10849
I agree with Labrea but I'm kinda biased now so I cannot really have an opinion on it. I was given the impression that it was supposed to work this way by howland. Infact I believe it was him whom I told I was getting full xp for qeusts and he said it was supposed to be that way (though my memory could be fuzzy since I'm tired right now)
Crosswind
2006-03-07 02:52:30 UTC
#10854
While I agree that this should be fixed, apped characters tend to be played more often, which might account for them being among the highest levels. People also tend to stick with apped characters long after they'd abandon non-apped ones.
-Cross
Ibeholder
2006-03-07 03:14:52 UTC
#10855
On another note the xp penalty for cross-classing (Favorite class excluded) works perfectly and applies to all xp both from the occasional kill and in particular quest xp.
[Sighs] Yup, it works. :shock:
Naga
2006-03-07 14:16:54 UTC
#10893
I've never once actually noticed cross class xp difference :/
Howland
2006-03-07 22:40:28 UTC
#10930
No, ECL should have their XP reduced from end quest XP.
However, I do not want ECL to apply to quest level caps (i.e. a level 2 svirfneblin not being able to go on the Mausoleum quest). That is not desired and thus not the case.
Thrawn
2006-03-07 23:01:56 UTC
#10934
EFUQS should be reducing the xp of characters with ECL. The challenge was actually getting it to reduce without locking them out of the quest due to the way it calculates end xp. I changed the way that end xp calculates now, so most others will likely see slightly higher xp, while ECL chars see lower xp for quests. I may adjust the formula slightly after seeing how it works, but that will be easy since a single constant controls the ratios.