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 XP (im-) balance / Creature imbalance

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Black Rider
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PostSubject: XP (im-) balance / Creature imbalance   Thu Mar 27, 2014 11:55 am

Please post here issues / thoughts regarding the XP-system or creature imbalance.

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PostSubject: Re: XP (im-) balance / Creature imbalance   Thu Mar 27, 2014 12:04 pm

This thread is a result of a post to the player help section:

Quote :

Quote :

DouglasThurman wrote:

   5.  Creature imbalance:  Stirges hit insanely often.  Seeing as how they drain a point of CON everytime you fail a save that's harshness...coupled with a low XP rating.  Now come along flying eyes...easy peasy and worth 20x as much as a stirge.  Really?  Oh don't get me started on Krynn Demi Liches and Basilisks.


OK, I'm taking a dive into our custom XP-system. Again, something which was not implemented by me and nobody pointed out any issues, so it juts stayed as it is. By now, I understood the structure and will try to balance it a bit better.
The Eyewings have a CR of 6 and fought with a level 3 toon ATM results in a much too high XP reward. (The system calculates the CR against the PC level - the further appart, the more XP!) I have to find out, why they have a CR of 6.

Stirges: I'm not sure, if I can lower the possibility of a hit or raising the CR without raising the chance to hit the PC, but I'll check.

Generally: If you fight in a group, ATM the XPs are devided among those close to the fight, also taking in calculation, if there is a low level toon together with a high level toon -> prevents low level watcher from being rewarded via a higher level "tank".  Wink

Evil Arch Mages: LOL! That one fired a completely different OnDeath script which seems to have a weird way to calculate the XP! Have to merge that into the general XP system.

So, I've done some adjustments to our custom XP level system. You'll find that given XP amount will have changed.
Especially, if the difference between the PC's level and the CR of a creature has been like 2 or more levels, the reward was much too high (for low level toons - in this case a level 3 PC vs. a CR 6 Eyewing).
I have edited the Eyewing: Its high CR was due to the movement speed and an artificial raise. I lowered the CR and reward should now be within a reasonable range.

As to the Stirges: The CON drain is a special creature attack and I found no way to edit those values / the way they are calculated.

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Last edited by Black Rider on Fri Mar 28, 2014 2:31 pm; edited 3 times in total
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PostSubject: Re: XP (im-) balance / Creature imbalance   Thu Mar 27, 2014 1:32 pm

I need your help  Exclamation 
OK, I changed the Eyewings, but that doesn't automatically change the placed encounters in areas... I have adjusted the one on the Gateway Pass.
But I'm not sure, if there are more areas with Eyewings. And since I would like to adjust the Stirges, too, here is the call:
Please report areas with Eyewings (besides the Gateway Pass) and Stirges.
Thank you! It shall be rewarded Wink

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PostSubject: Re: XP (im-) balance / Creature imbalance   Fri Mar 28, 2014 1:31 am

Black Rider wrote:
I need your help  Exclamation 
OK, I changed the Eyewings, but that doesn't automatically change the placed encounters in areas... I have adjusted the one on the Gateway Pass.
But I'm not sure, if there are more areas with Eyewings. And since I would like to adjust the Stirges, too, here is the call:
Please report areas with Eyewings (besides the Gateway Pass) and Stirges.
Thank you! It shall be rewarded Wink

Willowisps?
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PostSubject: Re: XP (im-) balance / Creature imbalance   Fri Mar 28, 2014 11:37 am

Zelcandra wrote:

Willowisps?

Are they misbalanced, too? If yes, sure! Name the areas, please. (It takes ages for the toolset to check the areas - can't do anything else during such a search! So this report system is nicer for me.  Wink )

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PostSubject: Re: XP (im-) balance / Creature imbalance   Fri Mar 28, 2014 12:49 pm

Black Rider wrote:
Zelcandra wrote:

Willowisps?

Are they misbalanced, too? If yes, sure! Name the areas, please. (It takes ages for the toolset to check the areas - can't do anything else during such a search! So this report system is nicer for me.  Wink )

They are in Gateway pass as well as Eyewings.
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PostSubject: Re: XP (im-) balance / Creature imbalance   Fri Mar 28, 2014 2:29 pm

Zelcandra wrote:

They are in Gateway pass as well as Eyewings.

 lol! Didn't pay any attention to them, when editing the Eyewings...  Embarassed 

Well, if they are misbalanced, we'd need to create new creatures/copies from them, because, as with the Stirges, they are CEP creations and bound to a HAK. Thus it does consumes a bit more time.
Anyway: THANKS! Got to check them out.

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PostSubject: Re: XP (im-) balance / Creature imbalance   Fri Mar 28, 2014 4:43 pm

Black Rider wrote:
Zelcandra wrote:

They are in Gateway pass as well as Eyewings.

 lol! Didn't pay any attention to them, when editing the Eyewings...  Embarassed 

Well, if they are misbalanced, we'd need to create new creatures/copies from them, because, as with the Stirges, they are CEP creations and bound to a HAK. Thus it does consumes a bit more time.
Anyway: THANKS! Got to check them out.

Looked at them again in game and forgot they(willowisps) have 100% immunity to Fire/Elect/Cold/Acid/Sonic as well as a few other resist/immunities. Might be why the CR is so High, great xp for melee's, tough to take down for casters...
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PostSubject: Re: XP (im-) balance / Creature imbalance   Fri Mar 28, 2014 6:29 pm

Thanks again. Will check.

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PostSubject: Re: XP (im-) balance / Creature imbalance   Sat Mar 29, 2014 4:05 am

Will O' Wisps:
You were right (IMO). That encounter was a bit heavy - especially for lower level toons. Added "smaller" wisps and adjusted the Gateway Pass encounter.

Any other Will O' Wisp areas?

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PostSubject: Re: XP (im-) balance / Creature imbalance   Fri Apr 18, 2014 8:57 am

Revised the XP-system, especially the party XP-system.
It WAS set up, that the XP of a creature was devided by the party members involved in the combat. The resulted quiet often in a petty low XP reward for each party member.
Now the calculation is done in a different way. Party members (who were involved in the combat) now get much more XP, but still not as much as a single player would get, because a party has (in most cases) a bigger chance to defeat the enemy. The one PC, who did the finishing strike gets a bonus. That XP value is close to that of a single player reward but still a bit less.

The values / given XPs might be altered again, if we find, that it's not quiet right.

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PostSubject: Re: XP (im-) balance / Creature imbalance   Thu May 22, 2014 10:49 am

Aurious pointed out another encounter: The large dire spiders. It seems, that CEP created only one blueprint and all of the dire spiders cause the same amount of poison damage, thus low level spiders cause too much pain...
Also did Aurious give me the way to fix this. Will do so asap, but I need to create new blueprints, adjust the creatures and triggers.

So, this is another call: Pleas post areas, where you find dire spider triggers.

Thanks and thanks to Aurious!

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PostSubject: Re: XP (im-) balance / Creature imbalance   Sat May 31, 2014 1:38 pm

Forgot to post:
Added dire spider variations.
Changed triggers on Crystalmir Lake east and the dire woods area(s). Please tell me other trigger locations, if you stumble upon them.
Thanks.

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PostSubject: Insane respawns   Sat May 31, 2014 2:18 pm

Southway South and Qualinesti Borderlands-east, respawn rates are insane! Like 20-30 second retrigger, Parties have been over whelmed by 2nd and 3rd sets of spawns before the 1st spawn was even taken down.
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PostSubject: Re: XP (im-) balance / Creature imbalance   Sun Jun 01, 2014 12:00 pm

Zelcandra wrote:
Southway South and Qualinesti Borderlands-east, respawn rates are insane!  Like 20-30 second retrigger, Parties have been over whelmed by 2nd and 3rd sets of spawns before the 1st spawn was even taken down.

Awesome!  Twisted Evil 

OK, will check them out during the next week!  cyclops 

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PostSubject: Re: XP (im-) balance / Creature imbalance   Thu Jun 05, 2014 5:50 pm

Zelcandra wrote:
Southway South and Qualinesti Borderlands-east, respawn rates are insane!  Like 20-30 second retrigger, Parties have been over whelmed by 2nd and 3rd sets of spawns before the 1st spawn was even taken down.

Checked them, and yes, they were set to a pretty fast respawn time. I think, this was, because I made a mistake when creating the trigger blueprint and that had that low setting and I forgot to double check. So, thanks for the finding, Zel!

I adjusted them all, BUT... hm... these triggers are not ment to be a "standard encounter trigger". The original aim was, and still is, to keep toons a bit more busy than usual for a certein reason! Wink
So, they still have a shorter retrigger time than other encounters. If this still leads to problems, please let me know.

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