Hey All,
This isnt about HOW MUCH, but when you do and dont get XP.
I can appreciate that if you die during the battle you dont get ANY XP if you are dead when the mob dies; even if you are revived afterwards.
HOWEVER; fighting mobs with a high level person last night i found that if i ran into the lake to protect myself i still didnt get XP; i had to be on the land.
Even though i contributed lots to the battle, i must be on the land as the mob dies.
I personally believe this not to be fair... anyone else have any thoughts on this?
XP distrubution in teams...
Re: XP distrubution in teams...
We had this come up as an issue last night, was a little surprised that was how it worked, as when harvesting if you die to an explosion you still get the XP when the source expires. (if you respawn immediately it goes towards DP, if you wait it goes to normal XP) Doesn't seem too unreasonable to switch fight/magic XP to match.
Re: XP distrubution in teams...
wak313 wrote:I personally believe this not to be fair... anyone else have any thoughts on this?
I'm not so sure I really like the XP system. At its basic level, it's kind of unfair to the tanks. BG and I were in a large group. I meleed through it with several others while he healed/magiced with several others. Long fight, but at the end we were about to kill it when... the main tank lost aggro and I took a hit. Since the healers were concentrating on the main, I was low HP and went down... and then they killed the creature.... and I got nothing.
That doesn't seem fair to me. Main tank lost aggro, but he still got XP. Healers missed healing me, but they got XP. I helped kill the creature and played the role I was supposed to play as second tank, and I got nothing.
In the end, the intangibles outweigh the XP. I've learned that often the experience of grouping far outweighs the XP gain. That XP levelling often comes second to the social aspect (which is why I level-melee duo, not group). I'm not upset by it, but it's a lesson I take to heart about grouping, and in my opinion it unfairly penalises some team-members for actions that are not always under their control.
Tin.
Re: XP distrubution in teams...
Yes, a fairer solution would be to give xp during fights individually, based on what the character does. Don't know how feasible it would be to implement though..
In large groups xp is virtually nonexistant for many it seems. Which is too bad. Small groups are fine.
In large groups xp is virtually nonexistant for many it seems. Which is too bad. Small groups are fine.
Re: XP distrubution in teams...
wak313 wrote:Hey All,
This isnt about HOW MUCH, but when you do and dont get XP.
I can appreciate that if you die during the battle you dont get ANY XP if you are dead when the mob dies; even if you are revived afterwards.
HOWEVER; fighting mobs with a high level person last night i found that if i ran into the lake to protect myself i still didnt get XP; i had to be on the land.
Even though i contributed lots to the battle, i must be on the land as the mob dies.
I personally believe this not to be fair... anyone else have any thoughts on this?
The answer to this is that when you enter water your XP for actions so far are Zeroed, if you leave the water and continue you get the XP for the actions from that point.
Why - Its simple because water was exploited/exploitable, by hiding in it.
The same way lots of things get changed in the game. People find exploits, use them, the game then gets changed to prevent the exploits.
I personally don't like it that when you die in a group you don't get the XP, but I can imagine they will more than likely remove the XP after death on harvest, rather than add XP for dead people in a fight.
This is how the XP system worked in Beta 1 - It was know as the 'tickle to death method' - load of actions = more XPseawe wrote: Yes, a fairer solution would be to give xp during fights individually, based on what the character does. Don't know how feasible it would be to implement though..
In large groups xp is virtually nonexistant for many it seems. Which is too bad. Small groups are fine.
People we just using the lowest attacks.
Current system - rewards fast kills and all team members equally
Don't understand your line about small vs large group. If the levels are balanced with in the group, I don't think its size matters.
Re: XP distrubution in teams...
seawe wrote:Yes, a fairer solution would be to give xp during fights individually, based on what the character does. Don't know how feasible it would be to implement though..
In large groups xp is virtually nonexistant for many it seems. Which is too bad. Small groups are fine.
There is some of that. I was teamed with a group today who were hunting stuff a little outsie my range. In a fight or two, I couldn't even land a hit. And, I got nothing for it. That seems fair to me. Penalising me for being dead at the end of a fight doesn't seem fair. If a mage, healer or tank is able to contribute to the fight, they should get XP, living or dead at the end of the fight in my opinion.
Tin.
Re: XP distrubution in teams...
I would like to see the system as The more damage you do, the more XP you get... sounds fair to me.borg9 wrote:
This is how the XP system worked in Beta 1 - It was know as the 'tickle to death method' - load of actions = more XP
People we just using the lowest attacks.
Current system - rewards fast kills and all team members equally
it shouldnt be based on how it was in beta 1
Re: XP distrubution in teams...
What about Defensive Affliction Magic users - no damage, no heal!minardi wrote:I would like to see the system as The more damage you do, the more XP you get... sounds fair to me.
it shouldnt be based on how it was in beta 1
How do they get a share?
Re: XP distrubution in teams...
On how much they heal people in a battle etc???borg9 wrote:What about Defensive Affliction Magic users - no damage, no heal!
How do they get a share?
Re: XP distrubution in teams...
And if they only stun or blind or root the mob?minardi wrote:On how much they heal people in a battle etc???