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One of the unique game dynamics introduced by Asheron's Call on release was a patron/vassal relationship where a player can swear allegiance to another player in game who then becomes his or her patron. Originally experience earned from hunting (killing creatures) would passup as a percentage (based on the vassal's Loyalty and the patron's Leadership). A significant portion would also pass on to the grand patron or patron of the vassal's patron. Because of this dynamic it was popular during the early years to form so called experience chains. These XP chains allowed people to form long chains of vassal/patron links which helped people earn far more xp than they could hope to earn on their own. An unfortunate side effect was a diminished sense of responsibility between patrons and their vas

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  • XP Passup
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  • One of the unique game dynamics introduced by Asheron's Call on release was a patron/vassal relationship where a player can swear allegiance to another player in game who then becomes his or her patron. Originally experience earned from hunting (killing creatures) would passup as a percentage (based on the vassal's Loyalty and the patron's Leadership). A significant portion would also pass on to the grand patron or patron of the vassal's patron. Because of this dynamic it was popular during the early years to form so called experience chains. These XP chains allowed people to form long chains of vassal/patron links which helped people earn far more xp than they could hope to earn on their own. An unfortunate side effect was a diminished sense of responsibility between patrons and their vas
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dbkwik:asheron/pro...iPageUsesTemplate
abstract
  • One of the unique game dynamics introduced by Asheron's Call on release was a patron/vassal relationship where a player can swear allegiance to another player in game who then becomes his or her patron. Originally experience earned from hunting (killing creatures) would passup as a percentage (based on the vassal's Loyalty and the patron's Leadership). A significant portion would also pass on to the grand patron or patron of the vassal's patron. Because of this dynamic it was popular during the early years to form so called experience chains. These XP chains allowed people to form long chains of vassal/patron links which helped people earn far more xp than they could hope to earn on their own. An unfortunate side effect was a diminished sense of responsibility between patrons and their vassals. Rather the relationship became more one of coequals. It became more common for experienced players to be lower in the chain as they "pushed more xp" rather than at the top nearer to the monarch of the allegiance. In early 2004 Turbine radically revamped the xp passup system in order to increase the value of the direct patron-vassal relationship, reduce the sheer amount of experience produced by XP chains, and make experience spent on Leadership and Loyalty more valuable. Turbine released two letters to the players that gave their rationale for the changes as well as the specific details of the new implementation. * Announcements - 2004/01 - Mirror, Mirror#Allegiance Experience * Announcements - 2004/01 - Mirror, Mirror#Allegiance Experience Follow-Up In late 2009 a made a further change to the passup system. Previously only xp earned from killing monsters would pass up. Large experience rewards from completing quests didn't pass up at all. Now most quest experience is passed up the same as hunting xp. There are some exceptions though, including the bonuses associated with the Facility Hub Quests. * Announcements - 2009/10 - Gears of Change#Release Notes
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