IDEAS FOR RYZOM


What do u think about implementing a group experience bonus ?
Yeah, let's do that !
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#17 [fr] 

Question is: will more players team up just to get that bonus?

I know i mostly only team up for bosses etc. , the xp you get by this is marginal. But that doesn't stop me from teaming up. The goal for this team is having fun, not gaining xp.

Am i against this bonus? No. I just don't think that would let me team up all the time and keep me from digging^^

#18 Multilingual 

The real question is not if this would let more players team up, but HOW can we bring people to team up more. In my opinion, exp bonus would be a significant factor for it, as except for bosses, i don't see much teams running around. Generally, while i was lvling in void, i used to see the same players at the same spots (najabs, cratchas, ploderos) and always in 2-3 persons teams max (most of time one of them being an alt, probably out of group to get 6K exp). I can even say i sometimes rezz them or even heal from out of group some solo guys while chatting with pals. Ok, now i'm busy with digging and crafting since a few weeks, so i don't know how it's looking right now in the void, but you get the idea, and i don't think that things have much changed in 3 weeks.

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#19 [en] 

I'm the only one in my guild that doesn't really do combat grinding.

IF simply having me in the team would give a little extra love to the team I'd be a bit more willing to go.

I'm not saying I'm not willing - if anyone needs me I'm there but for the most part I'm a digger/crafter and a lot of the time there are very few online anyway.

I don't see why a modest team benefit would hurt anyone but uh... if I'm not mistaken isn't there already some team exp math ? I have to go read up on it.

People who get bored of grinding will quit ryzom regardless of 2x 3x 4x exp boost so a small boost won't hurt anyone. Ryzom isn't really about grinding, the ones who treat it that way will quit (usually within hours, days, or a week or two).

In terms of levels, there are really only 3 things to do, fight, dig, craft. You can technically combine dig and craft. At the end of the day it's just combat and digging and while the exp tree may make it look like we have a lot of skills, we really don't. It's a lot of the same.

New content is lacking (but coming soon) but until then, we must needs grind, besides other things like exploring trekking rp'ing.

Look at the 80/20... most likely 20% of the loudest people will complain but 80% of the population would benefit and sit quietly and happily.

Just my 2 dappers.

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#20 [en] 

I'm not against it, but in most cases no boost is needed. Other than the super herbivore example, there are plenty of mobs of various levels to choose from depending on the size and max levle of you team.

#21 [fr] 

Technically nothing is every "needed" but this is like a goodie bag, something of an eye-candy to perhaps even encourage normally less social players to team, or people who are shy to invite someone in a guild who's language they don;t know, into a team

Granted this kind of shyness is rare in ryzom but =)

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#22 Multilingual 

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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Bisugott(Atys)


#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

Last edited by Gidget (8 years ago)

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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 Multilingual 

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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