Other > Suggestions

party EXP

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Graf:
In my opinion, the best decision for exping in general (and party exping in particular) is something like that:

Player X hits Creature Y for Z health points -> Player X immediately gets â„–XP (where â„– is maximum XP that player can get if the Creature Y will be killed, divided by the amount of damage dealt to the Creature Y). Same goes for each next Player joined the fight with the Creature Y.

This way every Player will eventually get as many XP, as much damage he dealt. It's just a simple logic - you shouldn't finish something to get some experience. Yes, you'll get less experience, but something is still more than nothing.

Badger:
I think it would be better just being split evenly amongst the party. Otherwise we'll get weird situations of people deliberately holding back so that the weaker guys can shots in etc, which to me just seems stupid. Powerlevelling is going to happen regardless - if not with group XP sharing, then with people giving low characters incredible gear, etc. I think a better solution to that would be to eventually make it so encounter critters aren't a viable source of XP anymore, in favour of designated PvE areas/quests/domination battles, where it's a lot easier to control what levels that go on. Big PvE dungeon quests that turn you away if you're over level 10, for example.

Edit: Fleshed out non-combat roles would be nice too. I want medics electrocuting the non-exploded dead back to life. And I know how stupid everyone thought it was, but I would've loved a healing needlegun just to give combat medics a pointedly different role. And Leader builds that provide combat bonuses for other players, not just a horde of mercs. Sorry, totally offtopic.

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