IDÉES POUR RYZOM


What do u think about implementing a group experience bonus ?
Yeah, let's do that !
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#22 Multilingue 

Depending on the size... u got it Placio. =(
That's the prob : over 3 players, what do u want to hit to get exp (with a mob falling quick like najabs/jugus) ? Plodies are too long. I'm now for sure talking from high lvl exp in this case. For my part, as i'm always solo or in duo, we hit generally plants or jugus depending which lvl we exp. I don't agree that no boost is needed, it might be fun for some newbies (i honestly doubt it) to spend weeks lvling, but despite having fun if my partner(s) are good pals, i would prefer hunting named, gathering mats or whatever instead of bashing mobs during days and days, waiting to be finished with it. That's why i don't lvl anymore secondary skills. Anyway, i'm not motivate anymore to promote this idea considering the poor feedback from this post.

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#23 [en] 

I voted against.

It has been said and it is known that subbed players have already double exp, and knowing that teams already mean an advantage in terms of speed, efficacy etc.

In my opinion adding a bonus like the one suggested would carry the exact opposite effect, i believe it would disencourage community and rather enforce alt users to train and team up with themselves. 

Plus I find it unnecessary to have such bonus when there are already mobs for each level.

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#24 [en] 

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

Dernière édition par Gidget (il y a 8 ans).

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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.

#25 Multilingue 

Interesting, Gid. So maybe, the mechanics of Ryzom implies this drop of 33% whatever the level of the additional groupmate is, which -sorry again to compare with other games- wasn't the case in other mmos i played, where the exp earned was baser on the level from the char(s) vs the mob. Ex : it was possible to get cap exp with a duo caster/healer or fighter/healer + lowie chars (leechers).

Also to be noted, in these games were both a "camp bonus" (you had a decreasing little additional xp gain bashing in the zone, forcing u to move to another spot after a while) and a "group bonus" (nothing to do with the level group, but either with the mobs : u received a little bonus if you pull i.e. 2-3 mobs instead of only one).

Anyway, for or against modifying the actual standards in game, i think it's worth discuting ideas, and sharing our experiences in or outside Ryzom.

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Last visit samedi 30 Novembre 03:20:21 UTC
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