Variations Posted November 8, 2019 Report Share Posted November 8, 2019 does that affect the arkana data chip too? is it a permanent thing or a blanket fix till server exp gets fixed? and how does this fix DV since the last patch was suppose to double DV EXP? Still missing a x2 multiplier for there Quote Link to comment Share on other sites More sharing options...
VGN GM Vivi Posted November 8, 2019 VGN GM Report Share Posted November 8, 2019 Just now, Variations said: does that affect the arkana data chip too? is it a permanent thing or a blanket fix till server exp gets fixed? and how does this fix DV since the last patch was suppose to double DV EXP? Still missing a x2 multiplier for there As said in patch notes, ALL exp boosts have been increased to x5 their original value. And perhaps saying doubled was poor wording but it was greatly increased. Quote Link to comment Share on other sites More sharing options...
Variations Posted November 8, 2019 Author Report Share Posted November 8, 2019 either way the blanket fix for boosters didn't end up fixing that, did it ? Quote Link to comment Share on other sites More sharing options...
DrakkarUlfsark Posted November 8, 2019 Report Share Posted November 8, 2019 idk if raising the effect of exp boosters is a good idea to fix exp in endgame, bcoz bellow lvl 50 the exp rates are ok, we mainly needed the level 60+ mobs to give more exp when they are killed. before the patch I was getting about 1% exp per hour farming seona's dg using booster. now it should be 5% per hour which is still very low. I'd suggest to change back the booster to its original values and boost the actual exp from mobs (which should probally take more time to be done but it is the most efficient way to fix one part of the game without breaking others) Quote Link to comment Share on other sites More sharing options...
Daddy Posted November 8, 2019 Report Share Posted November 8, 2019 vivi can explain it a lot better but we basically have reached a limit on what we can do with boosting exp in a certain way and this was the only way around it. Quote Link to comment Share on other sites More sharing options...
ΣvilTεrεsα Posted November 8, 2019 Report Share Posted November 8, 2019 Why dont just lower exp requirement to lvl up for 60-65lvls? 1 Quote Link to comment Share on other sites More sharing options...
Variations Posted November 9, 2019 Author Report Share Posted November 9, 2019 ^ or atleast 62-65 since 60-> 61 and 61->62 weren't that bad Quote Link to comment Share on other sites More sharing options...
VGN GM Jordan Posted November 9, 2019 VGN GM Report Share Posted November 9, 2019 12 hours ago, DrakkarUlfsark said: idk if raising the effect of exp boosters is a good idea to fix exp in endgame, bcoz bellow lvl 50 the exp rates are ok, we mainly needed the level 60+ mobs to give more exp when they are killed. before the patch I was getting about 1% exp per hour farming seona's dg using booster. now it should be 5% per hour which is still very low. I'd suggest to change back the booster to its original values and boost the actual exp from mobs (which should probally take more time to be done but it is the most efficient way to fix one part of the game without breaking others) I'm not sure if this comment is entirely about the EXP rates change but I can give you insight on why the change was made in this way. As Vivi said in her patch notes there was a new method used to boost the EXP rates in game so that the boosted EXP this server has is the same without breaking some internal files that she was experiancing with almost every update (I could be wrong but it's 500% EXP extra compared to the official server originally). So think of it this way the original rates where 500% and your EXP booster was +10% you would get the following result: Monster EXP = 100 100 * 5 = 500 500 * 1.1 = 550 All good. Now with the new system it acts like a server wide booster in a way so the new formula would be 100 * 5.1 = 510 As you can see your losing EXP and the loss becomes greater the more EXP the monster had. Edit: Just incase people get confused the EXP is given by "TOTAL = EXP + (EXP * BOOSTERS)". So she was faced with two options: Revert the change to the old system, works effectively, causes development problems. Multiply all boosters by 5 to compensate for the missing exp. As for your other points and comments I cannot really explain / debate these as I only help out Vivi on a couple things or create tools for her to use in deving this game, I personally don't know much other than the basics. I hope atleast you can understand that the change I don't think was directly made to change any balance of the game but rather just fix a bug/issue that was created by a previous change. Quote Link to comment Share on other sites More sharing options...
Beau Posted November 9, 2019 Report Share Posted November 9, 2019 totalExperience = ((baseExperience*serverRate)*expBoosters); I think the main problem was the system identifies the global rate which is the 500% the same as the variable that is handling every experience boosters which is additive and in fact is correct algorithm wise, if true, another variable should handle the global rate or much better if we can manipulate each monster algorithm so we can pick which monsters need exp changes. Quote Link to comment Share on other sites More sharing options...
VGN GM Jordan Posted November 9, 2019 VGN GM Report Share Posted November 9, 2019 11 minutes ago, Beau said: totalExperience = ((baseExperience*serverRate)*expBoosters); I think the main problem was the system identifies the global rate which is the 500% the same as the variable that is handling every experience boosters which is additive and in fact is correct algorithm wise, if true, another variable should handle the global rate or much better if we can manipulate each monster algorithm so we can pick which monsters need exp changes. It's how I said it, the current method is the exact same as a booster as while before each monster was manually increased by 500% but as mentioned there was a lot of problems caused by doing this which was why it was changed. How it is right now is perfectly fine aslong as Vivi did the numbers right which I presume has been done. There is also no reason to change a monsters algorithm as quite simply you can just change how much base EXP the monster gives. Having different algorithms for different monsters would be very bad coding practice, nore is it even possible to change the algorithm for this game at all. But again, I'll leave the balancing up to Vivi and the GS as I have no idea on the specifics of the game 😁 P.S Remember it would be TotalExp = baseExp + (baseExp * (expBoosters + serverRate)) now, before would be TotalExp = baseExp + ((baseExp * serverRate) * expBoosters). Remember you're giving +500% not 500% so you'd need to add the result to the base amount. Quote Link to comment Share on other sites More sharing options...
Beau Posted November 9, 2019 Report Share Posted November 9, 2019 Thats the main reason youre getting 5.1 is because youre adding boosters and the server rate instead of multiplying the original exp first with the server rate, what I mean is parameters sorry about that, lets say plant gives 5m exp and kamora gives 20m exp originally, giving them a global increase of 500% would also affect monsters in lower cap, if just change kamora parameters and give it 100m exp instead of setting a global one it would fix the issue of lower levels having larger exp than neccessary. serverExperience = (baseExperience*serverRate); totalExperience = serverExperience+(serverExperience*expBoosters); Having a seperate variable holding the server based experience is much better rather than clumping it together in one go, it might result in bugs, because those params might be carried over and applied in unexpected way. Quote Link to comment Share on other sites More sharing options...
DrakkarUlfsark Posted November 9, 2019 Report Share Posted November 9, 2019 Teresa's suggestion of lowering the amount of exp required per level seems solid to me. Do that and we can forget about exp rates Quote Link to comment Share on other sites More sharing options...
Beau Posted November 9, 2019 Report Share Posted November 9, 2019 Depending on the layout table, it wont be neccessary or it might cause more harm, It is much more easier to just increase exp given by specific type of monster than going all the trouble re adjusting the exp table. Quote Link to comment Share on other sites More sharing options...
Daddy Posted November 9, 2019 Report Share Posted November 9, 2019 I feel like that will cause another issue I am not aware of. And it would prob giv people free exp. lol Quote Link to comment Share on other sites More sharing options...
Beau Posted November 9, 2019 Report Share Posted November 9, 2019 Yah, you might need to start adjusting from level 1 and work your way up to 65. Quote Link to comment Share on other sites More sharing options...
VGN GM Vivi Posted November 14, 2019 VGN GM Report Share Posted November 14, 2019 On 11/9/2019 at 4:58 PM, Beau said: Depending on the layout table, it wont be neccessary or it might cause more harm, It is much more easier to just increase exp given by specific type of monster than going all the trouble re adjusting the exp table. Its actually not. There's a hidden EXP cap that is about to be reached (we actually did reach it in testing these changes). If we're not careful, then you'll start losing EXP rather then gaining exp because you've hit that cap. Basically there's an overflow limit - if limit is reached, exp goes negative. And rather then seeing the message, EXP Increased by: xxx, you start to get, EXP Decreased by: xxx and actually lose exp. Making adjustments to the EXP required for each level will then cause issues that we saw other people have - negative exp, unable to level and mobs no longer giving exp on occasion. Quote Link to comment Share on other sites More sharing options...
Beau Posted November 14, 2019 Report Share Posted November 14, 2019 I checked my toons 29,39,49,59 the negative exp it works like a level cap lock, Is it okay if I let it that way? Quote Link to comment Share on other sites More sharing options...
VGN GM Vivi Posted November 14, 2019 VGN GM Report Share Posted November 14, 2019 4 minutes ago, Beau said: I checked my toons 29,39,49,59 the negative exp it works like a level cap lock, Is it okay if I let it that way? You don't have to have it fixed, but I can't guarantee it wont cause problems for you somewhere. Quote Link to comment Share on other sites More sharing options...
Beau Posted November 14, 2019 Report Share Posted November 14, 2019 Sounds like a shady business, I'll notify one of your GS if something bad happens, might be a good way to test stuffs and see what happens in the name of science! Quote Link to comment Share on other sites More sharing options...
Daddy Posted November 14, 2019 Report Share Posted November 14, 2019 mayb u will get a bug where you cant log into your char. that is a common bug for like any issue Quote Link to comment Share on other sites More sharing options...
Beau Posted November 14, 2019 Report Share Posted November 14, 2019 I trust Vivi will be able to fix that easy 🤣 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.