Well, this may well further alienate me from further parts of the community, but I am sticking up for the Devs and some of the changes.
Friday, being day 1 of the patch, was a bit of a mess, but that the same in pretty much every online persistent game Ive ever played, and as someone else said, playing on patch day is pretty much for the masochist, but the Devs spotted some of the issues and patched after about 12-16 hours or something and the majorly broken things were once again manageable again. Saturday was much better, but with saturday came the resetting of the "Dynamic Mob bonuses" which basically reset all xp bonuses on mobs to zero with a few starting bonuses. Hopefully over time these will again morph into bonuses where each realm will once again find its rhythm on where the top xp spots are
We are in a slightly new pve meta, and we just need to learn to adapt rather than cry and scream for a reversion. Obviously there are some valid points being made by some players with very valid arguments but those points are getting lost in the generic whineage
Lets start with tasks and task tokens.
Using a generic set of numbers, most of this patch change seems to be about unifying all xp token items and transferable xp to be centred around a single unit of measurement for each level, the yellow mob xp value. So mob dropped xp items are rated to this, as are the new task tokens. And now since the task token is effectively a transferrable XP item, you are generally better off than you were pre-patch. From my experiences, you now get just under half the task xp instantly that you used to, and this makes it feel like you are levelling slower, but on my level 43 currently levelling toon, I was getting about 40% xp per task instantly + a task token. If I hand this task token in immediately, then it gives me another 40% and then another 40% for completing level 1 of the turning in task tokens task. So based on a single task, I am in credit compared to pre-patch, if I complete 6 tasks (without gaining a level) then even with the diminishing returns on the task token hand in task, then I am at 6*40 + 6*40 + 3*40 which is a break even point compared to the old system ASSUMING I havent gained a level during this time.
If you have gained a level between gaining the token and handing it in, then you are in massive credit. Now that the value of a yellow mob is a standard measurement, and a yellow mob of level X+1 is greater than the value of a yellow mob at level X, then handing in your task token after gaining a level gains you the difference in these two values multiplied by your level. So you have a thing in your inventory which supplies you 40% of a task credit regardless of what level you gained it. An item worth maybe 4400 xp to a level 11 or 5,550,000,000 on a level 49 (random numbers for effect)
So for me, tasks as a separate entity which is an xp bonus, is better than before
Social bonuses. Well, they were useless before, they are useless now. Until the bonuses become significant then it will stay irrelevant. Something like a bonus of 500%- number of different characters of that class played in a given week * a class specific multiplier, so a warden might get a multiplier of 1 and if 40 different wardens were played in a week, then wardens get an xp bonus of 460%, animists might get a multiplier of 5 so if more than 100 animists play in a given week then animists could bring a negative xp to a group (just being radical to make the point, not a completely serious suggestion)
Collection task item changes. Definitely less enthused with these changes, but with a few GM tweaks it could be moved back into satisfactory status, so will see where it goes. It seems weird to me that complaining about something that is free xp, when it changes to something that is slightly less free xp per item but infinite free xp in potential seems like a nerf, but it is the people who solo, or are new to each realm who take a massive battering from this change, so I am sort of on their side in this. Before patch, a solo player could level pretty fast by farming 10 items, handing them in, and this would get you to level 35 pretty easily and even 35-50 fairly easily and along the way they would usually generate a few spares to use on an alt or to sell on CMs, and CM prices were fairly low 100-200 gold for a stack of 10 so there was a cheap way of getting your free xp off there as well. Now with the infinite limit, CMs will empty of spare xp items pretty quickly and it becomes a sellers market, very unfriendly to the solo/new player as the prices will escalate. You may also get the situation where every xp item camp is camped by animists (using hib as example) such that the solo player can no longer farm items without an argument with an ani (shuddering memories of artefact camping in toa).
Every part of this change seems wrong to me, inifinite hand ins lowers availability = higher prices, lower value per hand in means more are needed making the prices rise, and lower drop rates makes them less available so the prices rise, if as an animist I can now only farm 40 per hour, then a stack of 10 is going to be on merchants for about 1p, which helps no one.
One of the changes on this needs reversing, either a new higher limit at say 25 or 40, but an actual limit per xp item, OR the drop rate needs to be dramatically increased so they drop every mob, such that demand can be more easily met.
What I have sort of felt since starting phoenix was that this is that xp collection tasks/items are sort of introducing WOW clone-esque quests into DaoC. Its just odd that even the original daoc had them as quests and yet on phoenix they are coded in some sort of more complicated manner, presumably to stop people getting big rewards from them as quests by being able to do all 4 level 40-44 quests at once, but frankly, I dont think anyone cares any more, just let each kill task item set be a unique set of 10 as a one time hand in with its level restrictions as current with a rewards of X times yellow mob xp for a yellow mob at the lowest level of available completion, and let us hand in more than one type per level if we so choose.
Mob type xp bonuses. Well, setting 90% of these to zero on a saturday when it is primetime play and most of your population is going to be on, ouch, not a good publicity stunt Im afraid. A resetting of the mob type bonuses probably was needed to properly make them dynamic as they had stagnated somewhat and made certain spots very popular making the whole thing static rather than dynamic. So now you have effectively stuffed the group xping players as suddenly the group xp experience has now been completely reduced to Uthgard levels. I sort of understand what I think you are trying to do with this, but eek at your instantaneous implementation. I assume if this is going to be really dynamic then you are collecting statistics on the mob kills etc from which to generate the bonuses, so perhaps a weeks worth of data needed to be stored and looked at and implemented based on that data rather than a reset to zero. I appreciate your attempts to make the world a more dynamic place for xp bonuses, hopefully it will settle down to a more appreciated status over a few short days.
As for the future stuff, I am against the proc changes and the only justification I can see for these changes would be if you are also going to introduce more craftable procs (snares for example) and this is going to be your method to allow people to re-proc armour and therefore not require full retemplating. Even so, if this were the case, it feels like a very very clunky way of doing this. And as a specific point on dislike, if we can extract epic vest procs, then each realms epic vests should cost the same feathers and each realms available procs have to be equalised, but even then I think my reaction to the proc changes would be a hard no.
Apologies to any readers for the excessive wall of text and gold stars to anyone who made it to the end without hating me:)
6 anis, 2bm, 3 eld 2 chanter 1 of everything else at least on hib all templated, none of any rvr noteworthiness
Some mids, some templated, ongoing
no filthy albs worthy of mention yet