EQ2:Has bonus xp sort of like WoW rest states.

Background

Some players have noticed that two grouped characters of the same level can defeat the same number of opponents and have the same number of deaths, yet they advance to the next level at different rates. This isn't due to a bug or race/class bonuses, but rather because of a feature called Vitality which augments the amount of XP you receive.

Vitality was added to the game during beta, and our plan was (and still is) to add a visual UI element that shows your current Vitality status. Unfortunately the visual portion wasn't put in place during beta, and other UI tasks became a priority over it.

While it's a rather straightforward idea, the current way it works has led to confusion and concern on the part of players who have seen their experience gain change for no apparent reason. We definitely feel it's important that you understand things that relate to your character's advancement, so we'd like to offer this overdue explanation.

How Vitality Works

All characters gain a chunk of Vitality every hour, on the hour, and keep accumulating it until the maximum amount is saved up. Each time characters gain experience, they use up a portion of their Vitality and receive a bit more experience than usual. When the character runs out of Vitality, he or she no longer receives bonus experience.

So what is the confusing part? Well, currently the Vitality bonus is received at three different levels. At high Vitality, you're receiving matching experience for what you earn. At medium Vitality, you earn half as much bonus XP. At low Vitality, you earn one quarter bonus XP. Because each level of Vitality accumulates separately, it is possible to jump from one level to another when a previously empty pool accumulates enough bonus to draw from it. Unless a character stopped earning XP until their Vitality pools were completely full and played until they were completely empty, the bonus wasn't being awarded in a way that seemed to make logical sense. The lack of a gauge showing how much Vitality you have only makes things more difficult to understand.

In order to clearly show the effects of Vitality, we're going to switch to a single pool that gives a consistent amount of bonus experience. We also plan to add a UI gauge that shows how much Vitality you have left. This way everyone will be able to easily see how your XP is affected.

Who Benefits?

Vitality was designed to benefit everyone, whether you only play a few hours a week or whether you play many. If someone only spends a few hours here and there earning experience, they will spend a lot of their playtime earning bonus XP. Playing so much that you constantly use up all the Vitality you earn means you'll get every bit of potential bonus XP coming to you. There's no need to quit playing if you run out of Vitality, because you know you'll get a new chunk of it at the start of the next hour.

Vitality applies not only to adventuring experience, but to quests and crafting as well. Any activity that earns XP will make use of the Vitality bonus, assuming you have it available.

The goal of this system is to provide a benefit to everyone, regardless of play style or the rate at which you choose to advance your character. We didn't intend for it to seem mysterious and confusing, so hopefully now it's a bit clearer. Once the system is totally in place, it will be much more straightforward and easy to keep track of, which is how your character's progress should be.
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Moorgard
EverQuest II Community Guy

Seem bascially like WoW rest states with the exception you do not need to be at an inn to earn it.

Yeah I read this yesterday seems pretty cool except for the three pool thing which seems needlessly complex. Also telling us when we have vitality seems like a good idea.

I for one am going to eat some crow and say I was wrong about ""rest states"". The way blizzard implemented it, is a brilliant example of how blizzard knows their broad demographic and gets the psychology behind the mindset of mmo players.

This isnt the end all be all compromise between the hardcore and the casual gamer. But I know I sure as hell prefer fighting in a rested state. Especially since it caries over mentally. If you start out fighitng for a little bit with the xp bonus, you get lost in play and forget that you arent getting a bonus once it runs out.

Also, the effect is a boost but it will not equalize the rate gap at which both sides level. So the hardcore players know it helps but arent jaded as if it were a huge bonus. The casual players know they wont catch up to the hardcore, but it sure is nice always fighting with double xp for kills.

There are also some levels where it matters more especially compared to when soloing or grouping. Since it doesnt effect quest xp, the levels where the quests get thin for soloists are much more palatable with the rest bonus.

If you group most of the time, a good portion of quests are shared kill tasks or other quests where the goals are completed with less monster killing. You might think this would be a negative. However, since the effect is kill xp based and has no time limit, the rest effects are in fact lengthened. You will still get the same amount of double kill xp, but since the majority of your xp comes from questing, the double kill xp is spread out over a longer period of time.

With WoW, you don''t have to be in an Inn, just in a city or town to rest. What I like about WoW is, if you can''t play for a while, you get that nice cheery double xp for your first dozen or more kills; kind of a nice ""welcome back!"".

I feel that Blizzard''s genius is in getting not just the big stuff, but the small stuff right, and doing it in a really simple but satisfying way.

"Robear" wrote:

With WoW, you don''t have to be in an Inn, just in a city or town to rest. What I like about WoW is, if you can''t play for a while, you get that nice cheery double xp for your first dozen or more kills; kind of a nice ""welcome back!"".

I feel that Blizzard''s genius is in getting not just the big stuff, but the small stuff right, and doing it in a really simple but satisfying way.

I think but correct me if I''m wrong to get the full benefit of rest state you do need to log out in an inn...

The exception being the major cities where the entire city is considered an inn.

You will get rest state simply logging out just at a slower rate than if you did at an inn or major city.

That has been my experience. I have had a character logged out not at an in for a few days and the character did have a small rest bonus.

I like Robear''s ""welcome back"" sentiment. I think its spot on.

As long as your char portrait is yellow and glowy, you are getting ''rest'' at the inn multiplier. Most major cities are entirely rest state enabled. Other places, like Tarren Mill, are not. In those, you do need to hit the inn for rest state glowy goodness.

[edit] Er.. not to completely reiterate what TGG said.

Well, I spend a lot of time in ""major towns"", so I guess that''s why I''m seeing it.