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@devs Selo AA Exp not effected by bonus

Discussion in 'Time Locked Progression Servers' started by Vexn, Mar 20, 2019.

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  1. HoodenShuklak Augur

    Here's my honest feedback. I'm a casual that plays hardcore at times. Our group was the first to level 60.

    At level 60 with a 50% 4 hour potion, according to logs, I made between 7 and 8 AA at a "decent" camp in a good group.

    That's incredibly bad considering by no means will I normally have a 50% pot, and then there is the anniversary bonus on top of that. Quite literally, this was a near best case scenario for grinding out AA experience and it was poor even for a 12 week server, let alone Selo -- the Fast TLP.

    AA experience needs to be almost trivially fast considering this server is a tour de EverQuest. It's different from other servers based on the very ruleset, so we can't start to base decisions on experience with regard to server XYZ had this or that.

    Selo is unique. Selo needs uniquely fast experience.
    Rile, tuda, Ajjantis and 5 others like this.
  2. AgentofChange Augur

    You have a full week of feedback here. It's nice that you finally responded but it is pretty obvious what the problem is. The xp on selo is absolutely horrible for a 1 month unlock server. There is a bonus going on right now and that isn't even an acceptable xp rate.

    Increase it.
    Rile, tuda, Ajjantis and 7 others like this.
  3. I Love Lamp Elder

    Clearly they are being told to keep the experience slower to sell more exp potions, and they are trying to argue with the lizard people looking at the bottom line that they will lose any customers wanting to buy the potions in the first place if it is not changed.
    Grogak and Rotlust like this.
  4. qweasy Augur


    Was there a level 60 in the group? Unless something changed AA exp goes by the highest level in the group.
  5. Rotlust Augur

    It doesn't need a 25%, 50% tune up. it needs to be doubled if not trippled for the vast majority of players on this server. I consider myself playing at a, frankly, very unhealthy rate of play, and this is far too slow for me WITH the anniversary buff.
  6. Icaen Elder

    15 pages of people with 100+ hours playtime on Selo in 1 week telling you the AA xp is bad (really bad) should tell you exactly what must be done for the server community as a whole to promote server health and longevity.
    Rile likes this.
  7. HoodenShuklak Augur

    100 hours is the low end.
    Grogak likes this.
  8. Gherig Addicted since Aug 1st, 1998

    It is very clear the Developers missed the entire concept of the server they created.

    Selos has nothing to do with the journey to get to the raids ... its all about the RAIDS.
    The journey month to month should be about 10 days to get to the max level and about 50% of the max AA's for that era then raid hardcore for 20 days until the next lockout drops. Then recycle and repeat 10 day prep, 20 days hard raiding

    The EXP rate needs to be drastically increased across all spectrum's, levels, AA, Merc AA. If you do not do this, you do not actually get the concept of your own server.
    Rile, Bobbybick and Icaen like this.
  9. Yeshi New Member

    I really have enjoyed Selos so far. The leveling experience felt great and I am excited to progress quickly through the different servers.

    I agree that aaxp being bugged and aaxp being too slow for this server are separate issues. I really hope that you will increase aaxp rates 3x so that in the short time we have on each xpack we can meaningfully progress while also raid 2-3 nights a week.

    Thanks!
  10. TALIBANNED Journeyman


    Mepps sent the guy a PM. but thats not conclusive in and of itself, as someone else mentioned if there is a level 60 in the group the aa goes based off that. so if one group had a 60, and the other didnt, the exp rates would be different.

    it does seem odd if its accurate tho
  11. Truthfire Lorekeeper

    I've farmed an emp key and multiple VT shards and have all of 12 AA. AAXP was so slow that I really couldn't tell a difference between the AAXP I was getting in a raid versus the AAXP I was getting in a full group.

    If you upped the current AA rate by 4 or 5x, it'd still take close to 100 hours of pure single-pull full-group grinding - not counting breaks, finding groups, raids, gearing, farming, tradeskills, and all of those other fun things - to cap AA in Luclin. If EQ were a full-time job, that'd be two and a half work weeks. Remember this server spits out a new expansion every 4 weeks.

    Ultimately your team has to answer several questions, such as...

    - How many hours should it take to get the bare minimum AA to be functional in the class's role? You can use Autogrant as a guide to "minimally functional" here.
    - How many hours should it take to get all the "essential" AA for a class, as well as all the above?
    - How many hours should it take to get all the "nice to have" AA for a class, as well as all the above?
    - How many hours should it take to cap AA for an expansion?

    ...keeping in mind that, if we played Everquest as a full-time job, we'd have 160 hours per expansion to work with.
  12. selospeed New Member

    I really hope the AA xp is adjusted so selos can continue to thrive when new expansions drop instead of people being turned off based on the fact they can’t get caught up on AAs AND raid if they don’t play 20 hours a day.
  13. vylo Augur

    We've given the feedback. AA is broken. I gained 30% AA from 51-53 @7% to AA on selo, while coirnav got me 40% from 51-52 at the same 7% rate. That's not functioning correctly. People have tested and posted here and show the AA is lower than the other TLPs. On the other issue (general speed) we have told you a billion times it won't be fast enough, particularly post TSS. The questions now are:

    1. Will you fix the AA rate?
    2. Will you boost exp beyond live rates down the road?
  14. Naxo New Member

    For what it's worth, here are my AA XP notes from Agnarr during Luclin.
    Solo XP on a level 60 Human Warrior.

    Code:
    Solo AA XP at L60 100%
    ### Seb ###
    --Reet Frogs 4-5% @ 12.5k hp
    --Juggs 5% @ 16.5k hp
    (Mushrooms heal.)
    ### Velks ###
    --Upper Ent Spiders 2% @ 6.5k
    --Upper Dogs 2% @ 7k
      Champions 3-4% @ 10k
      Gargoyles 4-5% @ 11k
    --OC Sentinel 4% @ 10k
      OC Gargs 6% @ 15k
    ### Griegs ###
    --Outer 3-4% @ 11k
    --Inner 4.75% @ 13.5k
    ### Ssra ###
    --Entrance 4% @ 10.5k (They hit slightly harder.)
    --Skellies 3-4% @ 11k (2-4 at a time, many are hasted)
    ### The Deep ###
    --West 2% @ 9.5k (Runners)
    --East 3% @ 8k-10k (Runners) (Mobs are weak) (Casters are squishy)
    ### Fungus Grove ###
    --Fungusbeast 1-2% @ 7k (These snare)
  15. Yinla Ye Ol' Dragon

    I suspect that the AA rate is fine, but there are AA caps, meaning you can only get so much AA per kill. It is looking more and more like the caps put in years and years and years ago are interfering with the the actual Exp gain on Selo.

    While this is possibly not a bug it is a problem for Selos high EXP rate, no idea if this is hard coded (I would think so) so could mean no fix without a patch. But that is just my thoughts on what the problem could be.

    Live servers hit the AA cap a couple of years ago and nothing has been changed there.

    I would hope that if it turns out Selo hasn't been receiving the EXP that it should have that it gets a bonus EXP period once it is fixed. :)

    I have every faith that the devs will do right by Selo players. :)
  16. Xhieron Elder

    I hit 18 AA this morning thanks largely to some exceptionally fast groups. All the same, going from 2 to 18 took the better part of all day today and all night tonight (not counting a four hour raid window in there)--so not quite 2 AA per hour, and that was chain pulling with charmed pets in inner AC (with a 25% pot) and OC Velks.

    It feels slow. I'm at a significant disadvantage compared to a lot of posters here because the most recent comparison I have in memory is Fippy (which was obscenely faster, seemingly by an order of magnitude), but I think the best metric ought to be play time. Put simply, AA must advance at a rate at least fast enough that a typical player with an average amount of play time can obtain milestones necessary to complete expansion content in-era.

    We don't all need a ton of banked AA on May 1, but I've played more EQ on this server than I have in a very long time (I've got about 5 days /played as of this writing, very little of that afk). That pace is unsustainable, but I feel like that pace is necessary at current rates just to keep up. Most of us can't play in eight hour blocks every day or every other day indefinitely. It's exhausting, and it's demoralizing because the alternative--the one that comes with healthy sleep patterns and a family life--means falling behind.

    Put simply, I think AA needs to be faster because playing a few nights a week for the month an expansion lasts ought to get a player most of what he needs for the next progression launch. At this rate, that's simply not feasible. Is that faster than the Selo's ruleset provides? Maybe (although judging from some of the server comparisons it looks like it might not be), but if it is, it needs to be accelerated on top of the other bonuses to account for the practical considerations (needing to work and sleep) that come with the extremely truncated 30-day window in which to advance.
  17. Ajjantis Elder

    The crazy thing is, that even if you DOUBLED the AA exp today, it still isnt as fast as it should be and yet here we are, arguing in over 15 pages of feedback.

    And you are not even thinking about upping it at all, let alone doubling it.

    Some times i wonder, if you guys really play the same game than we do.

    Maybe its really just the cash grab from potions, i dont know. It definitely feels like it. You guys arent a charity, but we are also paying a monthly sum for the game. Think about the good old days, when everything was done with the sub.
  18. HoodenShuklak Augur

    People probably buy most potions for launches, but I've never seen anyone run potions every time they grind.

    I guess it will squeeze a little more from some players, but jeeze I just really don't think the majority of Selo will fall for it.

    I'd really like to see them act quick, because right now it's not even worth AA'ing with the bonus on.
    Elyani likes this.
  19. Reiker99 Lorekeeper

    Luclin's already been cleared so I guess by your criteria the exp rate is fine?

    2 AA an hour sounds about standard for Luclin. AA exp always sucks in Luclin. I thought it sucked on Agnarr too. Instead of complaining I just got the most important AAs for my class and waited a month for PoP, where the AA rate is much faster.

    The difference now is that you're starting in Luclin, so you're leveling to 60, gearing, doing epics, etc. A reasonable casual player would not expect to accomplish all of that and max out their AAs all in a month. That's the ruleset you guys chose.
  20. Jasent New Member

    Devs--please be fast as possible on this one. I can't throw a rock and not hit someone frustrated with where Selos is right now. They like the IDEA of Selos but the slow AA and disproportionate release schedule vs EXP rate. I think folks can somewhat accept leveling EXP because every expansion is not a ton of levels. However we are panicking about AA because it has become quite obvious it would be a massive grind to keep up with needed AA in each release.

    I assume it certainly was not intentional and Meps said they were looking into it...but a lot of folks are feeling a little duped on what Selos was advertised as (fast progression!) vs where it is right now. This is not a thing I think that should be delayed until PoP or anything else--every week goes by that this is not fixed is a week folks feel like they did not get what they paid for. I see a lot of action and future on Selos if you can do right by the folks that keep the lights on!
    Frank Costanza likes this.
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