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Quest Experience Brutality Cap

Posted: 06 Aug 2010 23:34
by gorboth
Esteemed fellow Genesis enthusiasts,

I'm very pleased to announce that one of the oldest problems with our
design here in Genesis has at last been addressed. Without getting into
specific wizard information, let me give a bit of context and history as to
the nature of the problem, though many of you already understand it quite
well.

As the donut has continued to bake in the cosmic oven over the last 20
years, various changes have occured to the delicate fabric of reality.
One of the things, early on, which underwent a change in the baking
process was the amount of experience that was given out by doing quests.
In the early days, players were awarded quite a lot more experience for
doing their quests than they are now. The result of this has been that
players who were around 13-15 years ago tend to have quite a bit more
quest experience than those who have been created in the last 12 years.

The fact that newer characters were never able to get as much quest
experience as their senior fellows has been a constant source of
frustration. The primary reason for this is that higher quest experience
equals lower brutality, which in turn equals faster growth.

Not fair!

It would not, though, be fair to just remove quest experience from certain
players. In the past, quest experience has been used for all sorts of
things: event rewards, awards for helping wizards in odd circumstances,
etc. etc. It just would not be right to remove quest experience in some
wide blanket remedy for this situation. So, a different fix was needed.

Starting today, the fix is in. From now on, there is a cap to how much
of your earned quest experience can be used to lower your brutality. This
cap is set, roughly, at the amount of quest experience currently available
in the game. If the quest experience available in the game should in the
future rise above the cap, the cap will then be raised accordingly.

Some potential Q & A:

Q: Wait, how does this make things more fair? Don't older players still
have more quest experience than new players can ever get?
A: Sure they do. But, what most players have been upset about is the
fact that these older players have been able to grow faster than
new players due to the effect of qxp upon brute. These old players
no longer have any advantage over a new player who has solved every
quest in the game.

Q: Wait! I'm an old player! Does this mean all my extra qxp is totally
useless beyond the cap?
A: Well, not really useless, no. If you, for some odd reason, happened
to die so many times that you had nothing but quest experience left,
you'd have a bit of a size advantage over a new player who had suffered
the same misfortune.

Q: Hmmph! I'm old and don't like change, but I suppose this *is* more
fair. Any other nasty surprises I should look forward to since I'm
one of these old players who has twice as much quest exp as other
people?
A: Actually, it shouldn't come as a surprise, but the next time you
login, you will probably notice that your brutality is quite a bit
higher than it has been for the last 10 years. Welcome to normal
play.

Q: Hey, I'm a new character! How do I know if I've reached the cap?
A: Check the quest orbs. Are any unsolved? No? Then you're there.
Congratulations, you now can thumb your nose at the old fogeys and
dance on their lawn.

Thanks to Mercade for implementing this change within two hours of it
being proposed!

G.

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 00:19
by Amberlee
I wouldnt really call it fair.
Proper word would be practical.

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 00:21
by OgreToyBoy
Good going, even though this will most likely not affect that many players.
Apart from some old or precision-created characters :geek:

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 00:25
by Cherek
I got a question,

It does sound a bit unfair those old people who got (fair and and square) XP from super old quests and domains. Like quests in old Emerald. I mean, they solved them, why wouldnt they have a little more quest XP? But perhaps there was no perfect solution to this, and as it affects very few players this may have been the best way? Or I just dont know anything and keep speculating just as I minutes ago in the other topic said this would put an end to speculations about this...

Isnt that ironic, dont you think?:)

However, this leads me to wonder:

But anyway, if they lost their XP from old quests, what about our XP in the future?

What happens if say, the Zodiac quest gets bugged again and closes. Will everyone who did it not be able to count it towards brutallity?

Will the cap be lowered when/if quests are closed, just as it will become higher when new quests open?

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 00:49
by gorboth
Cherek wrote:I got a question,

It does sound a bit unfair those old people who got (fair and and square) XP from super old quests and domains. Like quests in old Emerald. I mean, they solved them, why wouldnt they have a little more quest XP? But perhaps there was no perfect solution to this, and as it affects very few players this may have been the best way? Or I just dont know anything and keep speculating just as I minutes ago in the other topic said this would put an end to speculations about this...

Isnt that ironic, dont you think?:)

However, this leads me to wonder:

But anyway, if they lost their XP from old quests, what about our XP in the future?

What happens if say, the Zodiac quest gets bugged again and closes. Will everyone who did it not be able to count it towards brutallity?

Will the cap be lowered when/if quests are closed, just as it will become higher when new quests open?
Are you, in fact, trying to make a very simple concept complicated, Cherek? ;-)

The idea here is that what is available in the game should be consistent for all players. The old ones *do* get to keep their qxp of old. They just don't get to use it on a daily basis to grow faster than everyone else.

As was stated in the post, if the amount of quest experience in the game goes up, the cap will be adjusted accordingly. Logic would dictate the same be true should the amount of quest experience available go down.

G.

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 01:28
by Irk
so:

1) if I have done quest which is closed now (new players dont have it on the orb list, but I have) is it counting to cap qxp?
2) if I have done old quests like Emerald, which arent on the orb list, but I have qxp from them and new quests will appear, so cap will be higher, in fact I dont have to solve them, because still my qxp is higher than cap? Am I right?

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 01:46
by Cherek
Gorboth: I can make anything complicated.

So basically any quest that isnt available (in the orbs) at any given time will not count towards lowering your brute? But every player have a different number of quests in the orbs... and some quests arent in the orbs but still are, or were(?),quests... Hm... Its still not totally clear to me.

I'll try to explain,

You (Gorboth) mentioned in the common board post that "if you have no quests left in the orbs, you've reached the cap" but that doesnt really sound correct? Or is the cap induvidual? I mean, I may have covered all the quests in a domain, and then realize another player has a larger number of quests available in the same domain. Thats not uncommon at all, some quests depend on small age or size for instance, so after awhile you cant do them anymore. And of course the possibility of me having done a quest that is now closed. Also there is probably nobody around who did all guru quests for all guilds. (If guru quests give xp of course). And its probably unlikely a player got a full reward for all quests who use that sysem (That is generally known isnt it? If its too much info, let me know and Ill remove this part). Also, what about market quests? They dont appear in the orbs, dont they count towards the cap? If not they are suddenly almost useless, and if they do, nobody has full XP for that one for sure...

So that means nobody has reached the cap yet, or most likely ever will. Except... those with the extra multiplier who with their extra XP from old have reached the cap, so they still got a small advantage?

Note, this is just a theory of course, but thats how I interepreted the whole thing. But hey, they can have that advantage I think. Maybe they feel a bit better if they believe in my theory too!

(How about that for complicating things?:))

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 02:08
by OgreToyBoy
Work like this.
We say there is 100 questxp available in total in the game.
Player A and B.
A have 110qxp and got 20qxp from old closed quests.
Only 100 of those xp's will count for brute lowering.
B have done all available quests and have 100qxp.

Now the wizards release a new quest that give 10qxp.
A don't have to do it as he already hit the cap which was raised to 110qxp.
B on the other hand need to finish this one to hit the cap.

How I interpret it to work anyway.

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 02:19
by Rhaegar
And do guru quests work toward the cap? As DO guru quest for example, is listed in the orbs.
Not that this amount of exp would make any real difference :P

Re: Quest Experience Brutality Cap

Posted: 07 Aug 2010 02:20
by Cherek
Ogre: Yes, thats how I inerpreted it too. Hence my complicated note above that you made so much simpler..:)

But if that is the case, then my theory above should be correct in that nobody has, or will most likely ever reach, the cap. Except the old players who is already above it, OR, if the current cap is lowered due to closed quests in the future.