Changes to Fellowship Experience Sharing

Some changes are coming to Fellowship Experience Sharing. Players who are receiving shared experience will no longer gain experience by doing nothing. Instead, shared experience will be banked and applied as bonuses on future kill credits for that player.

Here is the word from EQLive:

With the upcoming patch to the Test Server, we will be testing some changes to the way Fellowship Experience sharing works and we wanted to take a moment and to explain exactly what these changes are.

Currently when someone activates Fellowship Experience Sharing, a portion of the experience that they earned is shared with other members of their Fellowship who also have Fellowship Experience Sharing activated. This is directly applied to other members of their Fellowship who also have Fellowship Experience Sharing enabled.

After the next patch to the Test Server, this will substantially change. Going forward, instead of experience being directly applied to Fellowship members, this experience shared will go into a bank (specific to each member) called Vitality. So If Player A is earning 1000 experience per kill, and is sharing with Player B, C, and D, then players B, C, and D will each be receiving 250 exp per kill into their individual Vitality banks.

Once a player with Vitality experience logs in, they will receive bonus experience for any kills they are credited for, allowing them to gain experience at a vastly accelerated rate*. This bonus experience is paid out of the Vitality experience they have accumulated, and once they run out out vitality they will no longer receive bonus experience. This bonus experience will be applied at a rate of up to 5x if doing normal experience, or up to 3x if doing AA experience.

In addition, when a member of a Fellowship has reached the maximum limit of Vitality experience, Fellowship Experience Sharing will be automatically toggled off for them. The current limit on Vitality experience is enough regular experience to gain 10 levels or enough AA experience to take the player to their AA cap. Vitality experience does not expire, and is permanent (until used). If a player cannot gain normal experience, they cannot store Vitality experience.

With these changes we will include a message informing players when they gain this Vitality experience. This message is temporary and will go away once we have created a UI element to visually display this information to players.

A number of you are probably wondering, "Why are they making these changes?" These changes are being implemented to further bring the stated purpose of the Fellowship Experience Sharing feature into accordance with our greater design philosophy.

The Fellowship Experience Sharing feature is intended to support people with disproportionate playtimes to be able to level as a group. Our design philosophy is such that players should be supported in such goals, however any rewards players receive should also be a result of them taking action to earn those rewards. With these changes players will still have to go out and experience the game,; they will not receive rewards for not playing. Players will still be able to share experience with one another, and this should allow them to maintain a degree of parity in level, but without rewarding those who do not actively play EQ on those characters.

*Experience is still subject to all normal caps, which equates to approximately 10% of a level or 5 aa per kill.

Comments

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aa vs reg exp
# Jan 26 2012 at 1:06 AM Rating: Decent
if you are sharing and put 100% into aa exp, when your fellowship member has his aa bar filled does it then spill over into his reg exp bard or do they always stay seperate, thanxs
fellowship and task add thing
# Aug 20 2011 at 3:12 AM Rating: Decent
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Quote:
A side effect of #1 is that it keep prices high, because some remain rich in what should otherwise be an aged and shrinking in-game economy with less demand for the goods.


what items are so horribly overpriced that you cant find cheaper if you are patient or go get on your own, since were all about earning your stuff I assume.

does anyone see a large population of lvl 90s post 2500 BUYING taskadds (not counting their alts)

Does anyone assume that folks stay in lobby indefinatly (lvl 90 post 2500 if not much lower) instead of venturing out (since I hear thats the problem people arent venturing out)

What I see is a mix of people , some are actually xping and either run back interrupting their game play to pay for a task (if they need to progress or need the xp) and the less fortunate ones that dont want to miss out on a chance to progress or xp so they wait in lobby cause they dont own a bot to run fast enough to pay for task.

Soe strategy choke off people trying to catch up, dont encourage botting, I meant thats nuts people that pay for extra accts, they should just play their main acct, if you cant progress further take a break and come back next expansion, no sense trying to continue playing or paying for extra accts that cant play with your main or friends u have, guess u could go camp orc1 in progression and relive the dream...................

I have an idea since as far as SOE is concerned they dont want people NOT earning their xp, start letting folks make transactions via in game mail (WoW anyone..... it was good), there will be less people in lobby looking for tasks that way.

Fellowship xp, whats the beef there, its meant to catch up friends and allegedly alts so you can go grp w the bigger boys?, so the answer is to limit how much they can get, and to go struggle to earn xp w a bonus? hey news flash some folks that werent caught up b4 or ready to go play in the bigger sand box will still not be ready.................... DUH, thought the fellowship was a tool to bridge that gap so when they did have time to play or someone wanted to bring an alt they were struggling to xp, they had earned some xp and therefore would be closer to being capable of going out to play w their bigger friends
What is the problem?
# Aug 18 2011 at 5:57 PM Rating: Good
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This vitality method is a better one than what they initially implemented. They are tinkering (nerf to haters) with it after extensive experience that sometimes can only be learned over time.

Taskadds are not mentioned in the message at all. They were simply someone extrapolating to an area without merit. The only real way that they can end up altering the taskadds are by doing what they did with the monster missions years ago when the player had to loot a piece to receive the reward. Due to the requirement of being able to kick a player from a task makes it near impossible to change that mechanic.

But remember, NONE of these things are requirements to have an enjoyable experience. The game is what you make of it.
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What is the problem?
# Aug 19 2011 at 4:07 PM Rating: Good
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Friar Lovejoy wrote:
This vitality method is a better one than what they initially implemented. They are tinkering (nerf to haters) with it after extensive experience that sometimes can only be learned over time.

Taskadds are not mentioned in the message at all. They were simply someone extrapolating to an area without merit. The only real way that they can end up altering the taskadds are by doing what they did with the monster missions years ago when the player had to loot a piece to receive the reward. Due to the requirement of being able to kick a player from a task makes it near impossible to change that mechanic.

But remember, NONE of these things are requirements to have an enjoyable experience. The game is what you make of it.


Fair points, but I think you are definately giving them (SOE) the benefit of the doubt in the first paragraph:

-Other games have had rest XP and other bonuses for ages. The move towards vitality is really just a more-complicated version of this (aka why tie it to fellowships at all?)
-The fellowship change was not a long tested nor discussed feature to be implemented, it seemed to come out of nowhere to my recollection
-The change they made hasn't been live that long (I for one, haven't even gotten around to making a fellowship to use it as people I would do so are still on vacation from EQ for the summer...)
I don't see the problem?
# Aug 17 2011 at 7:47 PM Rating: Default
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I really don't see why anyone would want to moan and groan about Task Add Farming? Locknessy has the right attitude! Noone is forcing anyone else to buy task adds.
iyeni also makes good points, but I would ask what is wrong with someone finding a way to make a profit? Also why if you do find a way of making a profit does everyone start yelling 'EXPLOITATION!'
Darn we've been nerfed out of making TS profits (I learnt trade skills to make money, was I exploiting the game? did I deserve to have all that effort nerfed to profitless?), remember Druids and Wizards used to make an income selling TP's? that was nerfed, it's like anything than makes money gets nerfed, maybe SoE have a communist minimum wage policy!

I 100% support folk being creative and finding ways to earn cash 'legally' I thing the task add feature is 100% balanced and fair. Just throw the book at them if they hack!

Do remember those folk that CANNOT spend 8 hours a day playing and need some 'shortcuts' to catch up with things like progression. Nothing make me feel like quitting the game more than finding I've fallen behind on progression flags and can't enter zones I want to join guildies playing in.

Edited, Aug 18th 2011 1:54am by LordZycon
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bad thing?
# Aug 17 2011 at 7:10 PM Rating: Default
Why is selling taskadds a bad thing? You dont have to buy them.
bad thing?
# Aug 18 2011 at 7:14 AM Rating: Good
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Loknessy wrote:
Why is selling taskadds a bad thing? You dont have to buy them.


Child labour wasn't considered a bad thing until one country said it was wrong and stopped accepting goods from countries that used it. Or phrased differently... the slaveless plantation wasn't economically viable while slavery was legal.

Task adds are well down the slope of "not playing but progressing". High level buffs sticking on low-level characters was a tiny step down this hill (though nerfed big time when KEI, etc. was level limited) and potions like Skinspikes (and arguably defiant gear) were a big leap down the slope when they came in --if one is remaining true to "the design vision"

Task-adds rankle so many people moreso than a lot of these other things because 1. people are making huge plat off it, 2. you aren't playing the content at all potentially.

A side effect of #1 is that it keep prices high, because some remain rich in what should otherwise be an aged and shrinking in-game economy with less demand for the goods.

If task-adds were removed people would still buy their spells, and most people would still level their alts. Task adds provide some with an easymode of discretionary income. If goldselling was still a critical issue in this game... the goldsellers would be selling task adds.

The forum presence of the pro-task add forces is pretty strong, but I wonder if put to an in-game poll if the playerbase as a whole cares.
bad thing?
# Aug 20 2011 at 12:55 AM Rating: Decent
Child labor laws? Slaveless plantations?

Taskadds are simply being utilized as a way for folks to catch up to everyone else.

1 - 70 is pretty simple, 70 - 80 is mind numbingly horrible in terms of viable options comparatively. 80 - 90 is easily done in HoT as long as you're viable in a group, if not you'll have to wait until 85+.

If they could provide a more viable pathway to 75 and 85, it'd be a better situation all-around.

Maybe some kind of rested experience is the key to this, maybe not. Either way I don't think Taskadds are central to anything nefarious, but rather a symptom/by-product of something that needs to be fixed through other means.



Edited, Aug 19th 2011 11:56pm by zwotb
bad thing?
# Aug 18 2011 at 5:50 PM Rating: Good
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Ever since Taskadds came along, I haven't had to burn up my PC leaving a trader logged in for hours and hours and hours , overnight and on weekends. I sell taskadds for fat plat. And it is sooooooooo nice.

Beats burning my laptop up.

I don't have a problem with people buying ANYTHING in game. Why? Well, why not make items unable to be looted or picked up by anyone except the group/person that killed it. Why not have groups get locked out for 1/2 hour - like MPG trials - before anyone else can join? Or doesn't it even matter if someone wants to pay 100K to loot that T4 sword? Doesn't matter to me.

I paid 300K to loot a Anguish robe quest drop....after offering 900K for it / anyone to farm it / for over 2 months. Best 300K I ever spent in the game.

Edited, Aug 18th 2011 7:51pm by Bonesmasher
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Put limits on add farmers
# Aug 17 2011 at 5:07 PM Rating: Default
I disagree with doing something to limit the add farmers as long as its for alts, guildies, whatever. Limit the time to do tasks to once per week instead of like 6 hours
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Put limits on add farmers
# Aug 18 2011 at 7:17 AM Rating: Good
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mtcards, ****** Superhero wrote:
I disagree with doing something to limit the add farmers as long as its for alts, guildies, whatever. Limit the time to do tasks to once per week instead of like 6 hours


Unintended consequence would be much higher prices for the now less-common task adds.

If the devs acknoledge there is a problem with task-adding... I'm not sure they could then go on to do anything less than disable the mechanism entirely.
Quit being a hater
# Aug 17 2011 at 4:56 PM Rating: Default
Just because you can't or don't do it why penalize everyone else. I do taskadds to pay for my alt gear/spells. SOE has killed the economy of tradeskills already by supplying easy gear and made all the fun toys worth getting cost RL cash from the market place.

Put in a better mechanism for people to make in game money at a faster rate then you won't have to worry about taskadds.

Oh, you will probably whine about them making money that way.

It never ends
Quit being a hater
# Aug 18 2011 at 7:19 AM Rating: Good
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AekiMal wrote:
Just because you can't or don't do it why penalize everyone else. I do taskadds to pay for my alt gear/spells. SOE has killed the economy of tradeskills already by supplying easy gear and made all the fun toys worth getting cost RL cash from the market place.

Put in a better mechanism for people to make in game money at a faster rate then you won't have to worry about taskadds.

Oh, you will probably whine about them making money that way.

It never ends



Shrugs... sometimes the elegant solution is simpler.

Maybe they just need to lower the price of spells?
so how do you nerf task add farmers without hurting taskadd
# Aug 17 2011 at 4:04 PM Rating: Default
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We've all seen people who sell 3 to 4 task-add spots at 10k + per slot. But a lot of us are task-adding wives, or alts, or people in our guild who for some reason or another can't join the group. I wouldn't want to see that nerfed. Don't see how you would be able to stop the task-add farmers without hurting everyone. Task adds are there for a reason -- the sad thing is that they are easily exploited for profit. To me, it seems the old adage applies, if you don't agree with it, then don't support it by buying it.

What i would really like to see nerfed are the people who permacamp the dragons and other epic npcs and then sell their loot to people who need it for thousands, or offer to mq it for thousands. There has to be a way to stop it -- either by making all epic loot items no-trade or fixing it so that the mob won't drop something if the person who needs it for their epic is not in the group.

Or maybe they should just revamp the whole epic system to not put epic parts on popular mobs.
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so how do you nerf task add farmers without hurting taskadd
# Aug 18 2011 at 6:12 PM Rating: Good
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Make those mobs pop in instances. Easy fix.
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NERF BAT from SOE !!!!
# Aug 17 2011 at 3:58 PM Rating: Decent
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take something that the players like away == SOE nerf bat -- gotta love it after 10 years of playing.
Yay
# Aug 17 2011 at 2:52 PM Rating: Default
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Great idea! Next on the table...nerfing task add farmers!! Anyone?? ehh..
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