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party incentive!


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#1 soulist

soulist

    Chonchon

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Posted 17 January 2021 - 11:11 AM

So hear me out on this one. If a mob is killed, let's say it drops 100k exp.

If I have two people in each share in a party, both gets 50k exp. While that is good and all, it incentives people to only include useful members. Such as those with tanking and dps or healing. It also asks for keeping the party as small as possible to maximize exp

Some characters have a hard time finding parties and are only leeches without real contribution because that class lacks that ability or they're a tanking class but without gear for tanking.

So how do we make less dps, tanky or dps players useful? Without buffing their power? Without diminishing stronger character abilities? With incentives for larger parties?

The answer, mob tagged Exp scaling!!! With exp breaks at every 4 players

So how it works, with a 100k exp mob
1. One player party 100k exp each
2. Two player party 50k exp each
3. Three player party 33.3k exp each
4. Four player party mob exp changes from 100k to 500k. So after split, it's 125k exp each.
5. 5 players will split the same 500k exp so each gets 100k exp
And so on. At 8 players the mob will drop 1.2 mil exp resulting in each player getting 150k exp.

At 12 players 175k exp each.

But this isn't simply enough for being in the party. To get the exp boost they need to tag the mob. How?
You can keep track of the mob. A mob is considered tagged if 1. It hits the player 2. The player hits it.

This way the less useful characters still have to make an effort to tag the mob without dying. It strongly incentives people to include bas much as people as possible in a party. And it forces them to all work together and touch the mob somehow.

#2 Terpsichore

Terpsichore

    why

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Posted 12 April 2021 - 09:34 PM

I don't think this would fit the server's setting. Likewise, the less incentive there is to stack alt clients, the better.

 

Leveling is already pretty fast anyway.




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