PDA

View Full Version : Why do I get an xp cut for playing with real players but none for trusts?



Castanica
05-31-2015, 08:38 PM
Can this be changed? makes no sense.

Raiyara
05-31-2015, 10:54 PM
Its the way exp has always been based in the past. You were basically sharing exp from mobs between pt members.

Only thing nowadays is because you have trusts for levelling you basically get all the exp since the trusts are called by you. All you need is to find stronger mobs.

Castanica
05-31-2015, 11:50 PM
Its the way exp has always been based in the past. You were basically sharing exp from mobs between pt members.

Only thing nowadays is because you have trusts for levelling you basically get all the exp since the trusts are called by you. All you need is to find stronger mobs.

Well as I said, it makes no sense. Trusts are very strong now, so all this does is unfairly punish you for grouping.

Fynlar
06-01-2015, 12:41 AM
I do think that the reduction in EXP/CP loss from parties they applied to Cirdas and the Gates zones should just be applied everywhere in the game at this point. Especially in Escha, where it seems the game practically expects you to play solo with trusts if you want to get anywhere with farming silt.

Alhanelem
06-01-2015, 02:50 AM
Well as I said, it makes no sense. Trusts are very strong now, so all this does is unfairly punish you for grouping.
Trusts are generally not as effective as real people. At least, not as effective as competent real people.

Hoshi
06-01-2015, 08:21 AM
For the purposes of XP trusts are pretty effective. They even skillchain with you! Furthermore I know people using Trusts for help on all tiers of Escha NMs. They're quite strong and rather useful depending on which ones you summon.

Artharian
06-01-2015, 05:02 PM
I understood the exp reduction to be as a compensation for the fact that groups would kill faster than solo; so I suppose the question really should be...why don't trusts get an exp reduction? Bring the exp hammer down!

p.s. please note I'm being Monday morning flippant and hopefully don't need to get the flame retardant underwear out ;-)

Art.

Seillan
06-01-2015, 06:28 PM
I understood the exp reduction to be as a compensation for the fact that groups would kill faster than solo; so I suppose the question really should be...why don't trusts get an exp reduction? Bring the exp hammer down!

p.s. please note I'm being Monday morning flippant and hopefully don't need to get the flame retardant underwear out ;-)

Art.

It's funny you mentioned that; I almost made a post about it myself earlier, but I decided it was probably best not to go there lol. Honestly, before I came back to the game, I fully expected that Trusts would suffer from the same kind of xp penalty that real groups deal with, and was surprised when I found you could have them all out at no cost. Everquest charges money while using a mercenary, and they only allow you to have one out at a time.

That said, I actually wouldn't be against them adding a penalty to Trusts, especially if it encourages real grouping (and maybe even incentivizes us to try doing things with less Trusts out -- which I already do for extra challenge), but I'm sure the more widely-acceptable option would be to just remove the penalty outright.

Ulth
06-02-2015, 01:54 AM
Well if trusts did lower exp and cp it would make Kupofried completely useless. And honestly if trust did lower exp and cp I would just opt out of them and fight solo.

YosemiteYogorockBlondelle
06-02-2015, 08:08 AM
I believe the penalty still exists for your adventure fellows called out for use since they gain exp from your kills to where trusts don't use the exp system and thus no penalty on you with them out. :cool:

Fynlar
06-02-2015, 08:43 AM
Fellow NPCs used to steal some EXP from you but I have a sneaking suspicion that's changed; I had her out a few months back in Marjami Ravine trying to get her to 99 and the EXP I was getting was unchanged from when I didn't have her out.

Alhanelem
06-02-2015, 02:21 PM
Fellow NPCs used to steal some EXP from you but I have a sneaking suspicion that's changed; I had her out a few months back in Marjami Ravine trying to get her to 99 and the EXP I was getting was unchanged from when I didn't have her out.
Fellows sitll take XP, that's why nobody uses them, even with the item level adjustment. It's a shame because with the fellow you essentilaly have a full party solo.

Seillan
06-02-2015, 03:00 PM
Fellows sitll take XP, that's why nobody uses them, even with the item level adjustment. It's a shame because with the fellow you essentilaly have a full party solo.

If they do, it's not enough to where I even notice it. I plan to use mine all the time because I consider it a cooler system than Trusts, given how we're more personally involved with them. I'd just like for SE to get rid of the cooldown period and continue to make them more even with Trusts.

Alhanelem
06-03-2015, 01:06 AM
Actually, a correction; they only affect CAP gain, not EXP. They don't affect EXP anymore, nor do BST pets unless they are charmed and higher level than the party.

Bluestar2kx
06-03-2015, 01:37 AM
Well if trusts did lower exp and cp it would make Kupofried completely useless. And honestly if trust did lower exp and cp I would just opt out of them and fight solo.

Why??
The exp loss would be insignificant compared to the killing rate against mobs with them.
Solo you're far far far slower at killing mobs then with a party of people or trusts, so solo you'd get maybe by yourself you'd be lucky to break 20k exp/hr (just an example), with trusts and with an exp penalty from them you'd still make about 40k/hr. (I don't know how to break down CP exp, but i'd imagine it would be a LOT slower)

If you want to count your exp to the digit and get all you can, make sure your making sense with it^^

Anyway, trusts are helpful, but they're still stupid, esp with mp handling. cures most specifically, so they run out of MP much faster then a player would.
A group of 6 players with moderate experience, and job skill will easily out do any party made up of just trusts and 1 player.

6 people working together > 4 scripts working independently and 1 person trying to work with them.

Speaking of fellow NPC's, do they work under level sync yet?
I haven't opened it on my new character.... I should have a long time ago, but most of my jobs sync to my partner when we go exping. :/

Finuve
06-03-2015, 04:24 AM
at lowest levels, trusts are better than real people. Valaineral will use savage blade, elivira slug shot, and more.

I definitely want to see the removal of XP penalties, too much solo these days

Ulth
06-03-2015, 04:26 AM
Why??
The exp loss would be insignificant compared to the killing rate against mobs with them.
Solo you're far far far slower at killing mobs then with a party of people or trusts, so solo you'd get maybe by yourself you'd be lucky to break 20k exp/hr (just an example), with trusts and with an exp penalty from them you'd still make about 40k/hr. (I don't know how to break down CP exp, but i'd imagine it would be a LOT slower)

If you want to count your exp to the digit and get all you can, make sure your making sense with it^^

Anyway, trusts are helpful, but they're still stupid, esp with mp handling. cures most specifically, so they run out of MP much faster then a player would.
A group of 6 players with moderate experience, and job skill will easily out do any party made up of just trusts and 1 player.

6 people working together > 4 scripts working independently and 1 person trying to work with them.

Speaking of fellow NPC's, do they work under level sync yet?
I haven't opened it on my new character.... I should have a long time ago, but most of my jobs sync to my partner when we go exping. :/

I think you have it backwards. The exp loss for party members is pretty significant. Killing rate isn't affected that much. As things are right now my killing rate is actually determined by camp size, and I find myself holding back so mobs die at the rate they pop so I can keep my chain going. Half my trusts are actually there just to give exp bonuses, Kupofried and Qultada. The other two are Arciela and Ulmia for Haste and marches. And if they were to lower my exp rates then I would just use a higher dual wield set to make up for not having magic haste.

As for a real party. If I'm getting a real group of people together I want to do something other than grind job points. Grinding job points is what I do while I wait for my friends to get online.