will there be any change to starting level of obtaining AA's?
tim e line for implementation? ... now... next patch... 6 months... next expansion?
when will this go into effect?
Hopefully (although I doubt it) this will be a retroactive change - so that those of us who have put in the time and effort to accumulate several hundred (and in some cases a couple thousand) aa's will get the same benefit that those who are coming up will get!After all that would be the ONLY FAIR thing to do...Anything else and you are only catering to the new players who haven't supported this game as long as the long time players...
--Krrak-- wrote:Hopefully (although I doubt it) this will be a retroactive change - so that those of us who have put in the time and effort to accumulate several hundred (and in some cases a couple thousand) aa's will get the same benefit that those who are coming up will get!After all that would be the ONLY FAIR thing to do...Anything else and you are only catering to the new players who haven't supported this game as long as the long time players...Heck no, IMO.
so do you know when this would be implemented Nodyin?
any kind of guess?
I haven't created an alt for quite a while because of this simple fact. If you want to make a tank, first you have to level up, then you have to get x number of AAs before you're even considered for a group.
This is going to be a FANTASTIC change for the game. I just hope the AA level isn't set too low - it would be crushing to see the new 'break even' point be 50, 100, or even 400 AA. There are so many AA required, and given the 'highest level decides what type of AA xp you get' setup, it sometimes feels like an iron man marathon just to get to a point you don't suck as a class.
[QUOTE]we're able to nimbly change the shape of the curve and as we release new expansions that push forward the total number of AAs that exist we will be changing the shape of the curve, including the point where AA experience returns to normal. So we'll be attempting to continue to support new players and returning veterans going forward with the AA system.[/QUOTE]
Thinking ahead ... I love it.
I cannot believe that anyone would think that is remotely realistic. The change as Nod explains it is an AA xp modifer based on the your current number of AAs. What you hope for would require something that I don't think is even possible in EQ. I could be wrong, but I bet I'm not.
If they did end up doing it retro, you would just increase the % of chars that are max AA. This would also result in chars having literally dozens (if not hundreds) of unspent AAs. The point of this change is to "unsteepen" the AA hill that players have to climb to become established, not to make the highest chars even higher up the hill.
So what you want is, that the day they make the change, you suddenly find yourself with 100's of new AA's to spend. Putting you that much MORE ahead of the players SOE is trying to help catch up.
Ain't gonna happen.
Utilitarianism ftw.
Because we don't need it. The only point to the change is to boost the lower AA players into a more-playable state. If you are already there, then you don't need the help. AAs are content. Giving the boost to only the lower end, to help them reach the functionality that content is tuned for, balances the need for content vs the HUGE power curve in a 9 year old game.Just so you know where I am coming from, I have characters near max AAs and characters with 100-700 AAs as well, and I have been playing since the start.
--Krrak-- wrote:Hopefully (although I doubt it) this will be a retroactive change - so that those of us who have put in the time and effort to accumulate several hundred (and in some cases a couple thousand) aa's will get the same benefit that those who are coming up will get!After all that would be the ONLY FAIR thing to do...Anything else and you are only catering to the new players who haven't supported this game as long as the long time players...So what you want is, that the day they make the change, you suddenly find yourself with 100's of new AA's to spend. Putting you that much MORE ahead of the players SOE is trying to help catch up.Ain't gonna happen.
What are the raw numbers so people know that like Less than 200 AA = 5.0201-300 AA = 4.5301-400 AA = 4.0etc...Could the actual numbers be posted or at least enough points of this be made public? Will the number ever be less than 1.0? Will people with over 2000AA currently see reduced exp rates on mobs less than even con?
A very wordy way of saying "I have mine, everyone else can pound sand."
Changes like this are not for the people at the top of the game, they are to enable newer or less frequent players a chance to earn enough AA's to function in current single group content.
Rawlden wrote:--Krrak-- wrote:Hopefully (although I doubt it) this will be a retroactive change - so that those of us who have put in the time and effort to accumulate several hundred (and in some cases a couple thousand) aa's will get the same benefit that those who are coming up will get!After all that would be the ONLY FAIR thing to do...Anything else and you are only catering to the new players who haven't supported this game as long as the long time players...So what you want is, that the day they make the change, you suddenly find yourself with 100's of new AA's to spend. Putting you that much MORE ahead of the players SOE is trying to help catch up.Ain't gonna happen.No - what I want is fairness, this is akin to buying an iPhone the first week it was out - then finding out a few weeks later the prices get chopped by a fair margin, and the people buying the same phone before the newness wears off paying quite a bit less. I have no problem with the low aa people ( can't say new people as there are so few new people in EQ - since EQ is NOT being advertised for new people ) getting a bonus to get up in aa's faster - however I do have a problem with inequality.
< grabs your butts
--Krrak-- wrote:Hopefully (although I doubt it) this will be a retroactive change - so that those of us who have put in the time and effort to accumulate several hundred (and in some cases a couple thousand) aa's will get the same benefit that those who are coming up will get!After all that would be the ONLY FAIR thing to do...Anything else and you are only catering to the new players who haven't supported this game as long as the long time players...A very wordy way of saying "I have mine, everyone else can pound sand."Changes like this are not for the people at the top of the game, they are to enable newer or less frequent players a chance to earn enough AA's to function in current single group content.
Will the number ever be less than 1.0? Will people with over 2000AA currently see reduced exp rates on mobs less than even con?
I believe if you read his first post again, you will see that the answer to that question is "No".
As more and more AA's are added to the game, the point at which the multiplier reachs 1.0 can simply be moved up.
This is a very elegant solution. My hats off to the Devs.
I think this is a terrible idea. I don't look forward to working harder for AA then i already do. i am currently around 800 aa. and it took me a year and a half to get that. No thank you to this proposed change.
I think this is a terrible idea. I don't look forward to working harder for AA then i already do. i am currently around 800 aa. and it took me a year and a half to get that. No thank you to this proposed change. FYI it's valentines.. not April fools day devs.
FYI it's valentines.. not April fools day devs.
Realistically, applying this change retroactively to all characters who have ever earned an AA point isn't really feasible -- What could we do for all the people who are at or near the AA cap that would no (or only partial) benefit from the retroactive injection of AA points? We certainly can't give them all of those points in their bank, that'd instantly nullify the entirety of several expansions worth of AA's, and would honestly create just as much dissention in the veteran ranks.
Likewise, the solution as it is, will not be without it's benefits to you as well. You're going to have a multiplier on your experience, just as everyone else is (unless you're max AA, in which case it doesn't matter).
As is the case with many system changes and feature implementations, this change will greatly benefit the game and it's players going forward.
Jim wrote:
Because we don't need it. The only point to the change is to boost the lower AA players into a more-playable state. If you are already there, then you don't need the help. AAs are content. Giving the boost to only the lower end, to help them reach the functionality that content is tuned for, balances the need for content vs the HUGE power curve in a 9 year old game.
RangerDave wrote:
Sounds like an excellent change, Nodyin. I'm sure there will be some complaints of unfairness to the veterans, but I think that's a short-sighted view, since the biggest problem with the game is the lack of new players coming in to keep things going for another 9 years. Those who've been around for a while have had the pleasure of using their AAs all this time, and giving the newbies a chance to catch up can't take anything away from that.
You both hit on excellent points here, and they are a large part of the reason we investigated implementing this feature to begin with -- When new players enter the game, they face a very daunting task of playing catch-up with their friends, and this is something that we've taken strides to help address many times before.
We went back through the newbie experience quite some time ago and made it easier for a new player to survive by reducing the difficulty of the newbie monsters, by changing the death mechanic at lower levels, by adding new armor quests and drops in the game, and by increasing the rate of experience gained at lower levels. We've opened brand new servers such that a level playing field is created and it is thereby much easier for a new player to get into the game and not feel outclassed at every turn, however...
All of the above changes are simply small steps towards the goal of making the game a bit more friendly to the new player, and this is no different. We all like friends to play with. We all probably have a friend or two we want to play the game with us, but they have a hard time 'catching up', and this is just another step we're taking to help make that just a bit easier to do.
So we'll be attempting to continue to support new players and returning veterans going forward with the AA system.
It's a great change to accelerate AA for new players and characters.
Returning veterans are going to face the issue of being penalized for getting 'fluff' AA when they were previously high playtime players. If it's feasible you could make it the AA count from the most recent 3 sets of AA so that returning veterans don't have a lower multipler just because 5 years ago they bought all/most available AA.
With 500 AA a Wizard could have all 'core' AA done through SoF, with 500 AA a Wizard could have only AA from Gates of Discord and earlier.
Once again, fantastic change for new players and characters to lower the barrier of entry to get up to speed, if those benefits can be more consistently extended to returning veterans that would be an added bonus.
Nodyin-Dev wrote:So we'll be attempting to continue to support new players and returning veterans going forward with the AA system.It's a great change to accelerate AA for new players and characters.Returning veterans are going to face the issue of being penalized for getting 'fluff' AA when they were previously high playtime players. If it's feasible you could make it the AA count from the most recent 3 sets of AA so that returning veterans don't have a lower multipler just because 5 years ago they bought all/most available AA.With 500 AA a Wizard could have all 'core' AA done through SoF, with 500 AA a Wizard could have only AA from Gates of Discord and earlier.Once again, fantastic change for new players and characters to lower the barrier of entry to get up to speed, if those benefits can be more consistently extended to returning veterans that would be an added bonus.
Any chance of the # of AA per level and details on the curve in order to find out "when" during the grind from 51-80 will be best to work AA?
Also finding out what the number at lvl 80, that will signify going back to 1.0 would be useful for current players.
Here's some numbers I crunched just to make it clear why this would be completely overpowering and defeat the entire point of this change if it were retro.
Let's say the max modifier is 2.0 and the baseline is set at 1000 AAs for 1.0 mod (normal xp) with a 25% degredation every 250 AAs.
AAs 1-250 = 2.0 mod
251-500 = 1.75 mod
501-750 = 1.5 mod
751-1000 = 1.25 mod
1001+ = 1.0 mod (normal AA xp)
Using these hypothetical numbers, any toon with over 1000 AAs would suddenly have 625 AAs added as soon as this went Live.
And that is never going to happen. Everâ„¢.
Jim wrote:--Krrak-- wrote:Hopefully (although I doubt it) this will be a retroactive change - so that those of us who have put in the time and effort to accumulate several hundred (and in some cases a couple thousand) aa's will get the same benefit that those who are coming up will get!After all that would be the ONLY FAIR thing to do...Anything else and you are only catering to the new players who haven't supported this game as long as the long time players...Heck no, IMO. May I ask why not Jim? I haven't asked for anything that the newer players won't be getting?? Why would you be against this?
From my standpoint sitting at almost 2400AA on my main, if they all of the sudden dropped 300AA on me because of this change stating "well, this is what you would have earned on top of your previous"... it's unnecessary. On top of that, your definition of fair would undoubtably throw me well over cap on AA again, which is something I have been trying to draw out.
Contrary to your statement, they are catering to the long term players as well, especially if you raid. Currently, my raid force consists of members with AA ranging from 100ish to 3000. Them gaining more AA fast, means they are able to hold their own. While it's not a direct "I'm earning more now" or "I get hundreds of free AA just cause", it is a huge benefit to me that others are able to get to a useful point (which the game is balanced around people having 500aa or so).
Besides, there is nothing in your statement that you won't be able to benefit from this somehow. Afterall, it's not new accounts, or AA across acounts. Technically, YOU would benefit from this as much as anyone else.
A 500 AA Wizzy isn't nearly maxed on AA so they will get a decent modifier if I'm reading this correctly. The only people who will be at or close to the same AA gain as is currently in place are those who are close to or at the max AA for their class. So returning players who are resurecting old toons will still benefit from the change, and going forward as expansions come out with more AA's and caps go up the returning players will benefit even more depending on how long they've been gone.
Any chance of the # of AA per level and details on the curve in order to find out "when" during the grind from 51-80 will be best to work AA? Also finding out what the number at lvl 80, that will signify going back to 1.0 would be useful for current players.
how about bonus Xp because of hot zones, probably wernt any when leveld up the first time, so what it, they owe you probably 50 extra levels of XP and AAXP...
Nightbringer wrote:--Krrak-- wrote:Hopefully (although I doubt it) this will be a retroactive change - so that those of us who have put in the time and effort to accumulate several hundred (and in some cases a couple thousand) aa's will get the same benefit that those who are coming up will get!After all that would be the ONLY FAIR thing to do...Anything else and you are only catering to the new players who haven't supported this game as long as the long time players...A very wordy way of saying "I have mine, everyone else can pound sand."Changes like this are not for the people at the top of the game, they are to enable newer or less frequent players a chance to earn enough AA's to function in current single group content.Actually it's a polite way of saying " why are you devaluing the time spent to earn the aa's in the first place "
It's simply a way of acknowleging what so many people are saying about EQ these days. That the vast majority of the players in EQ are at the "high end" for the game.
How many times have you heard someone say "The real EQ starts at 50"? or 60 or 70, etc...
If all new players still had to struggle thru the first 20, 30, 40 or 50 levels the same way they would have 9 years ago, there simply wouldn't be any new players and EQ would die.
Heck yeah, I remember when I was glad to get piece of cloth armor and 2cp in coin from killing a skellie in the Steamfont newbie yard. But I'm not bitter and don't feel cheated because now newbies can get stat armor and other drops worth several plats in the CR Newbie yard. A level 15 player today, without twinking or ever leaving the newbie yard, can have gear that ten years ago would have seemed Godly to a level 50. So what? It doesn't affect me at my current level and it increases the possibility that I might find someone to group with by bringing in new players.
Sure, I will probably beneift from this, but at the rate I play it won't be much. It's taken me over 4 years to get to this point.
......they are catering to the long term players as well...