PlaneShift
Gameplay => Wish list => Topic started by: Redlig on September 16, 2005, 04:31:00 pm
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I know this post will be controversial but I wanted to put it on the table for discussion.
As things are now, the experience you gain from killing a monster by yourself and in a group are the same: it is solely based on how much damage you deal (AFAIK).
I\'m proposing to make grouping more advantageous in the game. Perhaps the total experience given to all players would be greater than what would be given to an individual. This could be tied into how many players are in the group. Say 2 player group would get 110% spread between them. A 3 player group would get 125% spread amongst them. A 5 player group would get 200% or so.
A second idea deals with how experience is spread. Frankly I think it would be better if it were evenly divided among group members. If not this, please provide a way in which healers and so worth would get experience in a group. The other issue is powerleveling new characters. This would need to be addressed in some way. Perhaps the % given would be scaled based on your level (since we don\'t have true levels, it would be something like total of skills and stats).
The third issue deals with group looting. As it is now, when in a group the looter has the ability to group loot or individual loot. I do not remember if it even tells the group what they looted (I think it does). Personally I think you should be able to set group loot only / individual\'s choice before you even start attacking monsters. This is the only way I can see to stop from saying \"screw them; I\'m taking this uber weapon for myself and logging out.\"
Group looting also needs to consider range. We had AFK players by Harnquist who were getting rat skins and even dungeon loot (IIRC).
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Good points .. it wouldn\'t be bad if working together in a group became more attractive no. This also means experience should be shared more so we won\'t disadvantage supporting casters or players. Personally I think all members of the group who are in close proximity of the fight should get the same ammount of experience, save from the one who delivered the killing blow s/he \'d get a little more, just as a honor bonus.
I know this allows stronger fighters to quickly train weaker ones but I don\'t think this should be avoided as it is quite realistic. Where would you learn the most in reality: by messing around on your own or by having an experienced person showing you the ropes?
The group looting is perfectly fine if you ask me though. I guess you could add in a safety that only group members in the area get loot but players that aren\'t \'actively\' helping shouldn\'t even be in the group in the first place and if someone goes away for five minutes and gets an item ... who cares.
As for the uber weapon incidents, I think those should be possible. People should be able to chose to share or be selfish if only for RP purposes.
By the way you do see what your group members recieve from looting, yes.
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I think only a thieves must be able to loot alone without sharing...
Off course it would be a skill like stealing or hiding which would allow you to dissimulate a loot and let you earn it without saying it to the others.
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I like the \"reward teamwork\" idea. It fits in along Kixie\'s \"gain experience by observation\" idea, and makes things a little more coherent. :)
On the subject of group looting: I\'m working on a new a few new things for the group looting system, though as of yet I haven\'t had the time to finish them. :rolleyes: The range thing is also a good point (that always annoyed me), so I\'ll see what I can do with that, too.
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I think it would work pretty good, though it should really depend on how weak or strong the party is overall, it wouldn\'t know how to determine this but having a weak character and a strong character both using different skills (mage and warrior or etc.) should get more exp.
It would be hard to do in a way but if you understand what i mean and think it can be done well give it a try really