Hey all been looking for ZEM's for this server and I found an old page on google from the previous Al'Kabor: http://www.eqvintage.com/links/zone-experience-modifiers/ Anyone know if these are still accurate for this server? Thanks =)
PoStorms is really the highest? Interesting. PoFire is less than PoWater also interesting. Ugh I miss PoP.
Time A didn't have any killable mobs so perhaps not! Time B probably was sweet exp at 65 solo though!
Storms is higher because the mobs in that zone are beaters. I parsed stats on mobs all over the game in the month before the shutdown, and all PoStorms NPCs hit harder and had more hitpoints than typical PoP NPCs around their level.
Does anyone else feel there are differences between this table and what they remember about AK? Kaesora, City of Mist, Emerald Jungle, Thurgadin, Siren's Grotto and Dalnir are all quite different on the above table than what I experienced. Kaesora especially was a huge xp bonus zone. I'd guess around 160. City of Mist was very low and definitely lower than EJ. I spent obscene amounts of time in all 3 zones with the same character and I remember these differences quite clearly. Kaesora especially was a hot XPing zone. It was nice to have this as an alternative to HHK. IN fact, although the xp per kill was very similar, Kaesora was better because of the unlimited mobs.
our packet from AK shows it 1.10 translated into 110 for Kaesora which is still a bit high for the level zone it is in for Kunark. Kurn is 1.50 or 150
How does that work? I'm not familiar with what a packet is or how it can tell you the XP level. I've killed several mobs in Kaesora on TAKP and it's noticeably different. Also, this is the only zone so far where I've noticed an actual difference by testing it in game. The other ones I mentioned about where based on the data in the table.
it's an actual packet that we caught while Al'Kabor was still up. we caught just about every zone data which includes safepoints, fog data, sky type, clip plane distance, and even weather type. ZEM is included in that packet. we can manipilate these data in the database. Imagine Qeynos has the sky like Plane of Fear? or South Ro can snow or have sky like Nektulos? We can make it like that. But no, we make them exactly what and how it is from the packet.
Packets are bits of data sent between client and the server. Rob got the exact numbers by reading these packets. The values are directly copied from AK. Also I'll note that while you seem to think Kaesora here is lacking, it is indeed one of the best exp spots in game for its level range.
the 4 and 5th group member bonus exp bug is not implemented here on TAKP so if you are remembering exp as it was like on AK in a group of 4+ that is why
Lenas: I didn't say that it was lacking. It's actually one of my favorite zones. Maybe my favorite zone in all of Kunark. Though Sebilis is a tough opponent. But I was disappointed when I found some differences from the AK version. I've probably spent over 1000 hours in the zone on AK, so I have a pretty good idea of what I was like. I also spent a lot of time in MIstmoore, Crushbone and GFay as well, and aside from "quiet" NPC's, they are accurate. So I'm not just harping on how TAKP isn't accurate in general. There are definite differences in Kaesora, some of them are great and were never intended to be the way there were on AK (fixed doors) and some of them are just....different. Robregen: Thanks for the explanation. It is possible to double check that packet data quickly and easily? If it takes too much time, don't bother. I just really find it hard to believe that the ZEM as it is now is accurate for that zone after experiencing such a striking exp bonus on AK in all my time there.
I was mostly solo sometimes groups. It was a great place for a warrior to solo with DS potions because the skellies hit so often and their hp and dps aren't too high to manage. And of course they don't flee
I still do not think of " the 4 and 5th group member bonus exp bug is not implemented here on TAKP so if you are remembering exp as it was like on AK in a group of 4+ that is why" as being a bug. I do think it would encourage people who are 3 boxing themselves to add another person ( or 2 ). NOT the crazy group xp that has been quoted, but some crumb would be nice.
a motd about 4+ group members giving more exp? if that's true then its not a bug and should be re-implemented imo.
Unfortunately I don't have my logs to prove it, but yes. I remember I was in shade weavers when I logged back in after that patch and yes there was a message about it. It was shortly after the WoW exodus. That info or even a quote of the login message may be on Eqmac.com as well or some guild websites for those interested in finding proof.
As I said in the other thread, the current 20% bonus per group member (up to five) was a late (May 27, 2003) PoP addition. I think it more likely that Hobart was referring to that and not the bugged 4, 5, and 6 man bonuses. Prior to that, the exp bonus was a mere 2% at two members scaled to 20% for six. Also the 6th man doesn't take any exp away from the group, so adding a sixth is always beneficial, even if he does nothing. 20% per extra member is so large that if each member were active, it's almost always better to add them unless you have significant downtime due to lack of NPCs to kill. Assuming the code is functioning as intended: In a 3 man group, each player gets 140% / 3 = 46.6%. In a 6 man group, each player gets 180% / 5 = 36%. Only 10.6% less exp per kill with twice as many people helping to kill is a massive incentive to group. Incidentally in that May patch, they also adjusted the PoP ZEMs downward to compensate for the bonus, which I doubt happened on AK.
Yes, in Hobarts post I recall him going through a similar explanation about the 6th group member not adding to the bonus. So we have this bonus on takp it seems. What is the bugged 4-6 group xp? I'm not familiar with that, though I probably "experienced" it on AK. Har har har!