Squad Leader Archive
Thread: SL XP : PLEASE READ!
Oh thank God we got feedback ! Ty Ty Ty !!!
The exp gained before was 10 times more.
2 Added points :
1) It should include my personal exp, ( I am part of the squad being it's leader)
and
2) pets xp (if they are taking up a slot because a member said Group!, then they are part of the squad as well)
The original algorithm (I wish I still had the logs, because YES I am a number cruncher) was:
SL = SC * 2P
Where SL = the amount of XP you recieved, SC is the amount of combat XP you recieved as an SL for killing the MOB and P is the number of people in your group including pets. That was it. There was no other deciding factor. I'm still working on what the new system is, because it's not so cut and dry. One thing I know for sure, it's NOT the totaly amount of combat XP in the group.
Eapres
"This will be a day long remembered. It has seen the end of Kenobi and will soon see the end of the Rebellion."
well it sounds like this is all worked out now...
The dev says that "it used to take into account all xp gained, but now it's just combat xp"
Combat xp is 10% of the full xp given
Everyone says it's 10% as much exp as they used to get.
Gee, everything makes a whole bunch of sense... imagine that!
Ren
they can keep it at 10% of what it used to be.
but then they can reduce the amount needed by 90%
I hunt alonewith just my rock beetle, I used to get about 2k sl xp for each kamurith kill, now i get 81 sl xp, yup thats right 81 ![]()
We were on dath all doing missions.
As the night went on more and more people left for the night and my group eventually wound up with 5 people.
My xp went from 2k a kill down to 500.
Right now the only way to level is to have a group of 20 players as pets certainly don't add any real noticeable differences.
And that's just unacceptable.
I'm all for just adding a multiplier of ten to the xp system.
That way small group have ok xp and large group is where it's at.
And add in pet damage.
flookmaster, I think your calculations are using a bit too many pets from my personal experience, but being in a guild it's a lot easier to get large numbers of players together (we've had hunts of more than 50 players). I think the problem lies not with the new formula for SL xp (I think it fixes the major problem we were bitching about before being that our XP had almost nothing to do with leading squads). This makes it harder to solo squadleader xp (how the hell are you supposed to learn to lead when you're fighting by yourself?) and makes players count more than pets without excluding pets from the equasion entirely. I love the new formula, the problem lies elsewhere:
I think the problem is the severe imbalance in the way group hunting is set up now. In all previous MMORPGs that I've played, there are uber mobs which require at least 15-20 players to even dream of taking down, and even then it's tough. Krayts can be killed withonly 4 or 5 players as long as one of them's a CH. Or only one as longas they're an Imperial with three AT-STs (actually, 1 will do it). Plus, there were always areas or creatures designed to be tackled by 3-8 players together and it was always better xp to group than to solo. Right now,it's better xp to solo on a newb planet than to group on an advanced planet, until you're ready to solo on an advanced planet, anyway.
If they can fix group xp, fix group missions, fix the balance of planets and uber mobs, fix the balance of a lot of things that are making it easier to solo than to group, then I think the new formula would work just fine.
Easily 1/10th
Group Size MAX 20 (pets and people)
Dantooine
Pikets 1.2k exp
Vorator Lizards 1.2k
Mokk Warriors 1.4k
Tatooine
Krayte Dragons 3k exp
I started SQ novice on thursday.. since then i have played nearly 10-12 hours a day in very large groups, very hard mobs almost nonstop. I have skill level 0-0-0-3 at the exact same time i am multiboxing a Novice CH, the exact same mobs with the exact same play time. He is skill 4 4 2 4
OUCHY!
Hi !
Thanks to vem !
I am glad to see that this xp problme will be fixed soon...
Sorry i haven't the time to read all the reply so i hope i will not repeat something already said...
So i don t think basing the SL xp on the Combat xp is good...because if you have some Docs for exemple,and if they only heal,you will not gain the part of xp for they contribution to the fight !
And the other problem is already known...if most of the members have capped their Combat xp pool...you will not earn SL xp :/
So i think the best manner to base the SL Xp earns are with all the Xp gained by all the members of the group (so it is pistol xp,carin xp,rifle xp,ch xp,medic xp...etc..etc) w/o the combat xp.
And applying some modifiers to this total xp earned by all the group members...
I am not sure of the formula to use,but i think that finding a formula that permit to gain something like 1000 SL xp on a quite good mob for a small group (3 players) up to something like 6000 to 10000 for large groups...
Just for the information :
last night i was hunting Giant Dune kimogila,we were 3 players and 3 pets...i earned something like 500 SL xp per kimo...do you think it s fair ? not me...
Thanks again vem !
Cya !
SL XP = (SL's Combat XP * 2)* (people in group)
For example,
If I got 10 SL XP and had 5 pets grouped :
XP = (10 * 2) * 6
XP = 20*6= 120
Occasionally there were a few points either way, which I attributed to rounding up of numbers.
From general observation (no serious testing) I'd say we get about 10% of what we used to, on average.
I'll also cast my vote in with the dev. comment on how original SL xp was calculated. While it was definitely based solely on YOUR xp (not other members), it wasn't 100% combat xp. Other things were factored in, as sometimes I'd get reasonable xp without firing a shot. I'd assume in this case that was from me being a medic or similar.
My advice (not that one person counts much) would be:
* For now, stick with the new forumla but address the fact that we get a lot less xp than we used to. This might be as simple as sticking a x10 on the end of the formula... ?
* Look carefully at the prospect of factoring in the other kinds of xp gained from the group (medic, etc.) that contribute to combat. Do some mathematical modelling in a spreadsheet and see how the numbers change with a big group or small group or whatever. Compare that to both the new formula and the old formula.
* If another formula presents itself as being possibly cooler and closer to the original intent of the design, take it for a spin on the test server and get our (players) feedback. If it swings, make it live. If it blows, don't. ![]()
I'd say that the priority task on this is addressing the fact that in a small to medium group our xp gains are significantly lower. Once that is addressed, proceed carefully carefully. ![]()
It's easily 1/10 to 1/20 on a normal avg group. I'd say an avg group is 5-6 people and maybe 3 or 4 pets.
Having a group of 20 is pointless. There is no challenge or money in that. Hell I see CH's with their pets out soloing on Dath. Why would they want to be in a group of 20??
It's obvious the incentive is in the buffs SL can provide, but they need to be useful.
As far as XP goes. Well I have 3 boxes to go and I've almost grounded to a halt. A lot of people I hunt with are combat xp capped, so I don't get anything from their contribution.
I'm really holding on to SL for the PvP benefits that I hope to see in the near future, but at the current rate I won't finish for a few weeks. And maybe that's fine since there is no real fix in the near future anyways.
I think SL XP should have the following.
XP based on evryone's combat xp or the combat xp the player would receive if the player is capped.
XP based on medical xp, combat medic xp and entertainer xp. They all contribute to the squad.
Now I think the gains should be decent with a group of 5, but if a SL can get a group of 20 PC's then it should be way more than just 4 times the xp. Getting a large group is way more difficult to manage.