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).