A separate brute for guild exp
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- Use common sense and be respectful towards each other at all times, even when disagreeing.
- Do not reveal sensitive game information. Guild secrets, player seconds are examples of things not allowed.
Re: A separate brute for guild exp
The way it seems to be is...
kill monster -> calculate XP, reduce for brute -> add to xp, add to guild xp
A simple fix...
kill monster -> calculate XP, add to guild XP -> reduce for brute, add to XP
Same would go for herbing or any general XP I imagine. But this solution might actually be easy to implement, which I think makes the odds of actually being implemented go up greatly.
kill monster -> calculate XP, reduce for brute -> add to xp, add to guild xp
A simple fix...
kill monster -> calculate XP, add to guild XP -> reduce for brute, add to XP
Same would go for herbing or any general XP I imagine. But this solution might actually be easy to implement, which I think makes the odds of actually being implemented go up greatly.
Re: A separate brute for guild exp
At my level (somwhere in the champion, somewhat violent) with average quest experience I can:
1. die four or five times
2. brute drops down to somwhere around meek
3. level drops to rising hero
4. EASILY make 20 fantastic in 3 to 5 days, recovering around half the experience I had before.
Brute would be somewhere midway in the brutal level.
5. Repeat until I have desired guild title (assuming title is based solely on guild experience)
6. Fully recover in around a month (up to two months). Because the recevery becomes more painful when you are nearing full recovery.
You can count how long it takes, assuming that you have nice guild title in most guilds after 30-40 fantastics.
In some guilds you have best title after around 10 fantastics in some you need much more then 40.
Now if I would do it without dying, the same would take me much longer.
With recovery I can make 3-5 fantas in one "my session" solo, much more in team.
Without recovery I can make around good progress in one "my session" in good team.
Note: 1 progress at champion level might be different then 1 progress at rising hero level.
But still...The behaviour described above increases improvement in guild titles a few times.
If you really want nice guild title - dying repeatedly and recovering is the way to go at the moment.
1. die four or five times
2. brute drops down to somwhere around meek
3. level drops to rising hero
4. EASILY make 20 fantastic in 3 to 5 days, recovering around half the experience I had before.
Brute would be somewhere midway in the brutal level.
5. Repeat until I have desired guild title (assuming title is based solely on guild experience)
6. Fully recover in around a month (up to two months). Because the recevery becomes more painful when you are nearing full recovery.
You can count how long it takes, assuming that you have nice guild title in most guilds after 30-40 fantastics.
In some guilds you have best title after around 10 fantastics in some you need much more then 40.
Now if I would do it without dying, the same would take me much longer.
With recovery I can make 3-5 fantas in one "my session" solo, much more in team.
Without recovery I can make around good progress in one "my session" in good team.
Note: 1 progress at champion level might be different then 1 progress at rising hero level.
But still...The behaviour described above increases improvement in guild titles a few times.
If you really want nice guild title - dying repeatedly and recovering is the way to go at the moment.
Last edited by Sharn on 22 Jun 2010 15:41, edited 2 times in total.
- Tarax the Terrible
- Myth
- Posts: 1331
- Joined: 09 Mar 2010 20:33
- Location: UK
Re: A separate brute for guild exp
But its more than nice title.
Someone said the guild exp benefit was capped at a moderate level...
I don't actually believe it is.
The blademasters and their links where not just a title.
More like a gage for deadliness of the special.
Even before recovery people where suiciding to try and get 10 links.
CRAZY to do that but they were..
Other guild guild exp may unlock specials etc.
Pretty universally accepted to make you specials work better, etc..
Someone said the guild exp benefit was capped at a moderate level...
I don't actually believe it is.
The blademasters and their links where not just a title.
More like a gage for deadliness of the special.
Even before recovery people where suiciding to try and get 10 links.
CRAZY to do that but they were..
Other guild guild exp may unlock specials etc.
Pretty universally accepted to make you specials work better, etc..
Re: A separate brute for guild exp
Aye, I have a bunch of characters.
I don't really play much these days, on any of them, but I do have several characters.
I do not think that has anything to do with the issue here, though.
Even if I only had one, I would still not think it that big of a deal to take a death, if I wanted to get an advantage somewhere else.
As I see it, then what you are proposing is to gain 2 times advantage, at the same time.
To be able to get both bigger in stats, and bigger in gxp, without sacrificing anything. I don't think that is right.
And don't get me wrong Tarax, but thats quite egoistic of you to propose now, just when you realised how much xp you need to throw into your new layman.
Which I am sure is the main reason for this suggestion.
One shouldn't be able to get it all. Not without sacrifice. Thats my opinion.
I don't really play much these days, on any of them, but I do have several characters.
I do not think that has anything to do with the issue here, though.
Even if I only had one, I would still not think it that big of a deal to take a death, if I wanted to get an advantage somewhere else.
As I see it, then what you are proposing is to gain 2 times advantage, at the same time.
To be able to get both bigger in stats, and bigger in gxp, without sacrificing anything. I don't think that is right.
And don't get me wrong Tarax, but thats quite egoistic of you to propose now, just when you realised how much xp you need to throw into your new layman.
Which I am sure is the main reason for this suggestion.
One shouldn't be able to get it all. Not without sacrifice. Thats my opinion.
Re: A separate brute for guild exp
Wait a minute! New layman? What new layman!?Creed wrote: And don't get me wrong Tarax, but thats quite egoistic of you to propose now, just when you realised how much xp you need to throw into your new layman.
Which I am sure is the main reason for this suggestion.
Re: A separate brute for guild exp
To bring you up to speed, King Tarax is now an orcish necromancersharn wrote:Wait a minute! New layman? What new layman!?Creed wrote: And don't get me wrong Tarax, but thats quite egoistic of you to propose now, just when you realised how much xp you need to throw into your new layman.
Which I am sure is the main reason for this suggestion.

I fear no evil for I am fear incarnate.
Re: A separate brute for guild exp
I thought the avatar was the vampire druid with too much absynthRhaegar wrote:To bring you up to speed, King Tarax is now an orcish necromancer(I hope he doesn't mind I reveal so much info about him here, but his new avatar more than gives it away, along with some logs he posted earlier).

- Tarax the Terrible
- Myth
- Posts: 1331
- Joined: 09 Mar 2010 20:33
- Location: UK
Re: A separate brute for guild exp
Whos spying on me!?
Yeah no more King of Minotaurs, they need some new ego maniac to step up.
So what was the phrase I used on Sharn before when calling for something after making the switch, weak moral authority ?
Whatever it is _guilty_.
I realised the work involved before switching... Which had me delaying and second guessing making the switch for a while.
But in truth I don't expect anything to change in time for me. I plan to grind where I want to be in a week or two without dying.
I wont have the super title but enough to be usable.
The topic is something which ties together a lot of previous discussion threads.
Feeling trapped in your chars choices, effect of leaving penalties etc back to the introduction of the recovery idea.

Yeah no more King of Minotaurs, they need some new ego maniac to step up.
So what was the phrase I used on Sharn before when calling for something after making the switch, weak moral authority ?
Whatever it is _guilty_.
I realised the work involved before switching... Which had me delaying and second guessing making the switch for a while.
But in truth I don't expect anything to change in time for me. I plan to grind where I want to be in a week or two without dying.
I wont have the super title but enough to be usable.
The topic is something which ties together a lot of previous discussion threads.
Feeling trapped in your chars choices, effect of leaving penalties etc back to the introduction of the recovery idea.
Re: A separate brute for guild exp
I support youTarax the Terrible wrote:urs, they need some new ego maniac to step up.
So what was the phrase I used on Sharn before when calling for something after making the switch, weak moral authority ?
Whatever it is _guilty_.

I learned that fate of an elf is a harsh one and much more then I thought. Still learning to punch it in the face, monk style.
I do not feel trapped anywhere. I think it is a side effect of death recovery and should be corrected.Tarax the Terrible wrote:Feeling trapped in your chars choices, effect of leaving penalties etc back to the introduction of the recovery idea.
Creed, do you really say that killing ones character repeatedly in order to gain benefits is desired?
I say it is stupid.
I am not saying that Tarax should have it easy way...NOOOO
But hey, dying over and over as a necromancer - GREAT RP!

Re: A separate brute for guild exp
btw. thank you Tarax for my new signature 

I fear no evil for I am fear incarnate.
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