IDEAS FOR RYZOM


Group Bonus ?

Considering that Ryzom XP operates on a sliding scale based on relative difficulty, and that groups are more powerful than individuals, I'm not on board with this idea in principle. I feel that the sliding scale XP is the way all games should operate.

That said, team size does seem to nerf XP a bit more than it should in some cases because one of the terms in the XP equation is ( 2 / ( T + 1 ) ) where T = # of teammates actively participating in combat. 

Do the math and you'll see that adding one teammate drops XP by 33%. That seems only slightly high if the healer is around the same level and a bit excessive if the lower-level toon is of too low a level to be a big enough help to reduce the difficulty of the combat by 33%. Complicating matters is that (2/(T+1)) is non-linear but not the same degree of non-linearity as challenge-vs-team_size.

In the end, I don't think an XP bonus based on group size is a good idea no matter how many other games do it unless the challenge level is increased to warrant a greater total XP haul. But I also think that lessening a penalty that is already in the system could serve the same purpose. While that may sound pedantic, I say it merely to point out how the same net effect could be achieved rather simply by merely altering a couple of numbers instead of adding a glob of all-new code.

Just my 1.28 Rubles worth

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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.

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Last visit Tuesday, 26 November 16:41:23 UTC
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