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Support::Windows Servers Support forum for Windows EQEMu users. |

03-25-2008, 07:07 AM
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Sarnak
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Join Date: Feb 2008
Posts: 72
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Quote:
Originally Posted by cavedude
Run this mysql query:
Code:
update variables set value = X where varname = 'EXPMod';
X is the xp value you want. I think 1 is default so anywhere from .1 to .9 would lower it.
If you don't have an EXPMod variable this will insert it:
Code:
insert into `variables` values ('EXPMod', '1', 'Experience multipler. Increase to increase exp rate', '20050610185738');
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Due to this post being back in 2005. I was wondering if it was still a valid row to put into the variables table. Also, based on the most up to date peq database, if the EXPMod is set to 1, does that change what it was by default? I ask this because the rate of exp already seems fast on the fresh install of the peq database.
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03-25-2008, 07:33 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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The variable is no longer used. Use the rule Character:ExpMultiplier instead.
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03-25-2008, 08:52 AM
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Sarnak
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Join Date: Jun 2003
Location: Maine, USA
Posts: 88
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Cavedude, is it bugged or something? I have been using it sucessfully for a bit now.
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"We are the music makers and we are the dreamers of the dreams" - Willy Wonka
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03-25-2008, 09:02 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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LOL, I have been using the variable since my server came up. But I have to keep lowering it cause it always seems too fast. I think the multiplier you set it to isn't exactly the same multiplier that is being used. I have mine set to 2.5, but my very low level players still get a level per kill or 2, which definitely wouldn't be happening if it was actually multiplying live exp rate by 2.5X. Spoke with another server admin and he has his set to like .4, which is closer to live-like, but still faster.
I am going to try turning the rules on for exp instead and see how that works. If I do, do I need to set my variable for the multiplier to 0, or is it completely ignored once the rule is turned on?
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03-25-2008, 09:14 AM
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Sarnak
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Join Date: Jun 2003
Location: Maine, USA
Posts: 88
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I currently have the variable set to 2.0 and it seems to be a good setting for us. I have messed with a bit from no variable at all all the way up to 9. There was a noticeable difference between the values.
I think I read somewhere recently that the bug comes into play when regular, group, and aa experience is being rewarded at the same time.
__________________
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"We are the music makers and we are the dreamers of the dreams" - Willy Wonka
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03-25-2008, 09:17 AM
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The PEQ Dude
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Join Date: Apr 2003
Location: -
Posts: 1,988
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It's deprecated, so it still works but the rule is the preferred method.
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03-26-2008, 01:53 PM
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Fire Beetle
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Join Date: Nov 2006
Posts: 16
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I was wondering if there was a way to set the way group experience works. I remember on live if you had 3 people in your group, you got +20% exp, though divided by 3. Full group was +80% I think.
Incremental group bonus experience, is that possible or already built in?
I'd like to have something that promoted people grouping up together in 5 or 6 instead of just having their alt account running around for the bonus.
Also just curious, how does level difference affect the experience being divided up in a group on peq? Also is there a way to increase the level range of being able to group and gain experience?
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03-26-2008, 02:48 PM
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Sarnak
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Join Date: Feb 2008
Posts: 72
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It's already built into the peq database under the variables table. GroupEXPModifier or something along those lines, :P
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03-25-2008, 09:29 AM
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Sarnak
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Join Date: Feb 2008
Posts: 72
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Quote:
Originally Posted by cavedude
The variable is no longer used. Use the rule Character:ExpMultiplier instead.
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Should I just remove the column I added then in the variables table?
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03-25-2008, 09:35 AM
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Sarnak
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Join Date: Feb 2008
Posts: 72
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Also, I notice the deFault value is set to .75. Does that mean an additional 75% oF the normal exp rate?
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03-25-2008, 11:13 AM
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Sarnak
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Join Date: May 2006
Location: Cincinnati
Posts: 73
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Quote:
Originally Posted by Ut0pia
Also, I notice the deFault value is set to .75. Does that mean an additional 75% oF the normal exp rate?
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It's probably a multiplyer, but 1.0 isn't live like. So .75 is 75% of 1.0, 2.0 is 2x, ect. Pretty simple. Like Trev said live like is probably somewhere pretty low. At 1.0 you are getting about a blue a kill in the 40's which is pretty fast.
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03-25-2008, 11:20 AM
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Sarnak
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Join Date: Feb 2008
Posts: 72
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I agree, Anyone have any sudjestions of what to set the multiplier to? Along the lines of "live" during the original releases of PoP or Luclin expansions?
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03-25-2008, 01:56 PM
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Sarnak
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Join Date: May 2006
Location: Cincinnati
Posts: 73
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Quote:
Originally Posted by Ut0pia
I agree, Anyone have any sudjestions of what to set the multiplier to? Along the lines of "live" during the original releases of PoP or Luclin expansions?
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My guess would be around .25 or lower. Start there and see how you feel about it. Remember you have to reboot your server for these to take effect if you change them.
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