Experience radius?

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People have commented that their friends complain if one player is getting more experience than the others - is this a major problem that turns players off or just a few people complaining but still enjoying themselves?


If I was in a group I would expect the exp to be equal among the players, I wouldn't want someone who is geared for doing faster dps than me doing more damage then getting more exp, it would be difficult to keep together as a group of friends also if some players start to pull ahead in level
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Zephyroth wrote:
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People have commented that their friends complain if one player is getting more experience than the others - is this a major problem that turns players off or just a few people complaining but still enjoying themselves?


If I was in a group I would expect the exp to be equal among the players, I wouldn't want someone who is geared for doing faster dps than me doing more damage then getting more exp, it would be difficult to keep together as a group of friends also if some players start to pull ahead in level


Agreed, though the disparity I was asking about was related to when we have equal experience sharing with a radius. As long as players are playing together they get the same experience (taking level relative to the monsters into account of course) - but if a player lags behind too far outside the radius and generally doesn't play alongside the other characters then it'll get less experience.
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Ah, yea as long as the exp radius is 2-3 screens large I don't think team mates would often drop out of the area. If someone needs to stop for a moment they could ask people to hold up for a minute or two. Even if you do drop out of range for a minute, its not going to be difficult to catch up to your friend, you just need to solo for a minute or 2 when they are taking a break.

As long as it's not a continuous difference in exp gain for people of the same level fighting together I think you will be in the clear.
it can be 2-3 screens or based on an area ( depending on how big areas are ). if areas are rather small ( i don't mean area in d2 style, but in general a location / logical unit [ lets say a floor in a dungeon, some big room, that patch of grass between the trees,... ] ) then one could use that instead of 2-3 screens so that people fighting together wont get penalized for fighting too far away.

but the areas would have to be small enough to avoid leechers. but the level difference should do enough of a trick tho.. on the other hand, people will always find a way to get nifty rewards for almost no work ( tristam runs with parking chars, even if its low xp, its still infinitive amount of xp for ..standing still and watching tv ).

as suggested, there could be some "party play" rules the party leader could set, mainly "you're leeching. get out". ( the kick out of the party should be on a delay or something so that people dont ninja the heck out of eachother.
lazy people are always eager to do something...
Area's could be iffy, you might be fighting on the edge of an area change and some people are getting exp while others are shooting across the border and not getting xp. The radius is nice and even wherever you are, plus it would probably be easier to implement than defining certain 'areas' in randomly generated maps.

Kicking is probably the best option for dealing with leachers, this also extends to people who aren't confining to the rules of the group as a whole. If kicking is put in, it really should be vote-kick so it's not abused as badly. You'll just have to make sure you pull your weight in PUGs or you might find yourself out on your ass lol
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Chris wrote:

There will be experience scaling based on the relative difference in level between you and the monsters. We don't want high level characters to be able to farm super easy monsters for experience all day long, and we want to avoid people leeching from their high level friends killing super high level monsters.


that is your anti-leecher xp limitation right there,you can always tweek it to give you more control over your players.


Q:are the party/team instances invite only ?then add vote kick or give creator kick power.is he a jerk that abuses kick by kicking just before a boss dies? then dont play with him again *DUH!*
*eg add ignore/block function*


i still think long attack range should be the metric for xp-aura*plus extra range*.
no risk no reward,no hiding in a corner 2 screens away.the team SHOULD be protecting the lowbie otherwise why is he there? to leech of course. method will make it more difficult for multiaccount users to pl their bot toons,again you must protect the lowbie.
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that is your anti-leecher xp limitation right there,you can always tweek it to give you more control over your players.




why is he there? to leech of course. method will make it more difficult for multiaccount users to pl their bot toons,[/quote]


Agreed, Bots will always try to be there.
But, you will always have folks "leveling"
their buddy. So where do you draw the line?


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There will be experience scaling based on the relative difference in level between you and the monsters. We don't want high level characters to be able to farm super easy monsters for experience all day long, and we want to avoid people leeching from their high level friends killing super high level monsters.


that is your anti-leecher xp limitation right there,you can always tweek it to give you more control over your players.


That deals with low level leachers or players powerleveling, but not someone of the same level as you who just hangs around, picking up items, not fighting and sucking up xp. I guess as they say it is difficult to prevent people doing this without making it more difficult for regular people to play properly, but I don't think leaching will be that much of a problem, especially if we can vote kick.
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Zephyroth wrote:

That deals with low level leachers or players powerleveling, but not someone of the same level as you who just hangs around, picking up items, not fighting and sucking up xp. I guess as they say it is difficult to prevent people doing this without making it more difficult for regular people to play properly, but I don't think leaching will be that much of a problem, especially if we can vote kick.


It's easy to kick them out of your party (so that they're in the same instance but not sharing exp with you), but are you sure you'd want people to be able to kick each other entirely out of an instance? Did any other online Action RPGs have a system like this that we can learn from?
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Well in WoW if you left a group or were booted while in an instance, you would be forced out of the area after 30 or 60 seconds which is good, you don't really want people who aren't in your group hanging around killing things that you won't get any exp for.

Trying to think of some other examples, but i can't really remember how Guild Wars dealt with grouping, or if you could even kick people(I think maby you couldn't)


On a side not, how does the difficulty of the monsters respond with players entering and leaving the instance?

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