Forum:Guidelines for experience rates on the wiki
I'm proposing that we introduce these guidelines for how experience rates should be included and presented on the wiki:
- Skill training guides should only include base experience rates (not including use of any items that boost experience). There would be a couple of exceptions for this.
- If a an experience boost is a requirement of training using a particular method, e.g. mining granite is only a good training method at higher Mining levels if the player is using Crystallise, experience rates should include the player using the required boost and it would not be necessary to include experience rates without using the boost.
- If an experience boost only applies to a particular method, e.g. perfect juju Agility potions only affect training at the Hefin Agility course, the information about that that training method should have base experience rates and experience rates using the specific boost (if possible).
- Articles other than skill training guides can include both base experience rates and experience rates showing the benefit of using experience boosts.
- Experience rates should state what level the player had, for skills where level affects experience rates. Experience rates that include the use of experience boosts should state clearly what items were used to achieve them.
- Aside from skill training guides, articles should not make claims about how a method is or make comparions to other methods.
13:04, September 16, 2015 (UTC)
- Ehhh. For the same reason we want to not include them on training articles I don't want it overflowing with that sort of information.
- Disagree. I'd rather we find an acceptable range with a margin of error. It doesn't seem right to say "Well a player at level 76 got 61,000 experience per hour" but what the hell I'm a level 77!!!!! In general, experience rates don't vary that much between individual levels. Something like "Players in the 70–80 range can expect around 60,000 experience per hour." makes a lot more sense and should have more appeal. Experience boosts should be included, but we should only get accurate testing on the base rate and probably only bother working out the maximum possible experience. Like (continuing from my previous example) "And players in that range using all possible experience boosts can expect around 700,000 experience per hour."
MolMan 13:44, September 16, 2015 (UTC)
- For #3 I'd say having a value for the minimum level to do the activity, having a value for level 99, and broad levels ranges in between is good; unless one level suddenly massively improves. That's assuming we can get enough testing done. 14:15, September 16, 2015 (UTC)
Okay - Some other thoughts
- As a rule of thumb, rates should always be per-hour unless there is a good reason to use a different timeframe (as a bad example, average Summoning XP rate over the course of Familiarisation may use a per-40-minute timeframe, or even a per-40-second [per-shard] timeframe); timeframes should be clearly stated (X per hour is fine), especially if nonstandard
- As a rule of thumb, rates should be to 2 significant figures: 1,800,000/h, 620,000/h, 51,000/h, 2,200/h
- Subjective, but some exceptions might be that rates >1m/h are better as 3sf (1,820,000/h) and rates <10k are better as 1sf (2,000/h); doesn't really matter
- Rates should avoid suffixes: 1,800,000/h, not 1.8m/h (I dunno about this one)
- Rates should avoid using time-limited items entirely, e.g. pulse cores, the now removed beach cocktails, etc. Items which can be continually obtained (even if it is only on TH) are okay, though (XP sets, portables, proteans)
- Generic bonus experience should also be avoided, but the effective rates when earning bonus experience from minigames and such can be talked about on the training page and the minigame page (this almost always varies with level); there's also that star from the thaler store
- Hard-to-acquire items with a time/use limit should generally be avoided too, e.g. brawling gloves, motherlode maw enhancers, etc. Hard-to-acquire items with permanent buffs can be included, if it is stated they are included, e.g. factory gear, TH sets, etc
- "Largest XP drops possible" are not noteworthy (triviugh at best; definitely not good for training guides), since they're generally not practical to do long-term because of almost always requiring limited items and sometimes weirder training methods
- Clarify the last point. My understanding is: on a general page, a training method should simply talk about how to do the method and the rates it results in (base rate and any other rates from other conditions); it should avoid calling the method "good" or "bad" (or similar) and avoid comparing a method to another method. Right?
Looks good.14:15, September 16, 2015 (UTC)
- I agree with everything you've said - personally I think we should use 2 sf for rates <10k but I don't mind on rates >1m/hr. You were right by what I meant by the last point - avoid saying things like "this is better/worse than x" or "this is a good/bad way to train y". I'd also suggest that we write "experience rates" or "experience an/per hour" rather than saying xp/rates of xp/hr. 09:10, September 18, 2015 (UTC)
Looks ok to me Maybe add experience boosting items as links at the bottom?
- At the bottom of the article, just have a "For additional XP items, you can use the following"
- hyperlink to skilling outfit
- hyperlink to urns
- hyperlink to familiars
- or just hyperlink to that section of the main page skill article
- Agreed - add that training guides should include a section where these items are mentioned.
No boosts anywhere except on the page for the boost itself - Most of the xp boosting items apply to everything in the skill, so it's useless to keep repeating the same things on every page (xxx xp/hour mining tin, but yyy with this item; zzz xp/hour mining iron, but www with the same item; etc.) Put the item info on the item page. Base rates everywhere else, including guides. Include a list of items in the guide with a summary effect, since a guide is still a guide. --Saftzie (talk) 00:31, September 17, 2015 (UTC)
Comment - Experience boosts don't always affect training methods in the same way, for the skills I've looked at anyway, e.g. for Thieving experience boosts are way more beneficial for training at dwarf traders than for training at elves. I do think that experience rates including experience boosts are something we should have on the wiki and ideally I would like to see guidelines that we implement straight away. Having experience rates using as many boosts as possible for the minimum level required for a method and at 99 could be good. The trouble with this is that few players are able to use all possible boosts, as soon as its technically possible to use each boost. We could try to exclude some things - but defining things as hard to acquire is pretty subjective.09:10, September 18, 2015 (UTC)
Agreed - However could the rate including boosts be added somewhere? Perhaps just on the boost item's page?02:44, September 19, 2015 (UTC)