EXP: Auto-pilot grinding or Teameffort?

Hey everyone :)

I was just wondering if anyone know if PoE rewards people who "dare" to take on stronger opponent or they make it impossible to kill those or less attractive at least?

Now i am not play much of a WoW-fan. Lots of reasons but they also kinda hinder you from taking on strong opponents (or at least they did).

1. The fastest way of lvling is by grinding easy mobs :(
2. You wont be able to do dmg to a mob that is certain lvl above your own.

I would very much prefer if PoE would make a system where you might not be able to kill the mob alone (not talking about bosses), but as a team you might be able to kill it slowly.

Killing strong mobs would reward you with a great deal of exp compared to solo grinding. Because you had to actually make an effort to kill the mobs rather than grinding endless of low lvl mobs.

So basically; killing hard mob(s) for ex. 10mins (you would prolly only be able to kil a few and with adds there is high risk of death) will give more xp than killing 3-5 times the amount of easy mobs. Avoid "auto pilot kills" and encourage people to team up as the fastest way of getting xp.

Any1 know how it is atm or have suggestions to how it should be?
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You can possibly kill the very hard, over-leveled enemies, but the xp per kill diminishes as the level gap widens. So, you get more xp for killing something 2 levels over you than something 20 levels over you. This is to prevent players from being easily rushed and power-leveled by higher characters.

With the right party fighting against appropriate enemy levels, you'll get more xp due to kill speed and xp scaling. You'll also get a chance at more loot.
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WhiteBoy88 wrote:
You can possibly kill the very hard, over-leveled enemies, but the xp per kill diminishes as the level gap widens. So, you get more xp for killing something 2 levels over you than something 20 levels over you. This is to prevent players from being easily rushed and power-leveled by higher characters.

With the right party fighting against appropriate enemy levels, you'll get more xp due to kill speed and xp scaling. You'll also get a chance at more loot.


I actually find this system to be broken, or at least sub-optimal.

You should ALWAYS get more xp for killing harder enemies... what should change is how the xp is split, so being power-leveled is balanced by the split algorithm, which could include damage dealt or simply level difference.

Additionally, AI should target lowbies preferentially on intelligent enemies.
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I agree with all that; it would make for a more sensible system. If a party of 6 level 8's want to take on Merveil, they should be able to get rewards for it if they can work together to succeed. This is very different from the situation of a level 8 having a level 50 kill Merveil for him. There should be little to no reward for the 8 in that situation.
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Agreeing to the overachievers! If my 15 can take out a 20, I'd like the rewards. Similarly, if a 50 were to help my 2, I'd hope the 2 benefits from little more than seeing a beatdown on a 40. Pretty sure we (maybe all maybe not) are familiar with the hammerdin trick used in D2... It's basically an exploit and I think POE is aware of it, I only hope they use some sort of ratio that punishes leechers, yet not the overachievers.

give us it
DanAbnormal
All generalizations are false.
Two things:

1) I see no issue in rushing characters. When you have done a vast number of characters you might not see the early content for the 100th time but might want to test a new build for the end game.
Rushing is litte different to twinking imo. Should there be an exp penalty for using the best items for a certain clvl as well?

Allowing players to rush/twink the early content implies that more characters will be build overall, leading to more builds and a more diverse playing field.

That being said; one could possible come up with a sensible formula where the exp gained for player A does not only depend on the clvl of player A but for all partied players.

2) I firmly do not believe that there should not be a big difference in exp gain per time unit whether playing alone or partied. Of course there will be some synergies, from aura sharing etc. but in general it should be possible to achieve the same goals regardless of your preferences towards multi player.
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Edit: See below post; was attempting to fix formatting issues and ended up double-posting instead of editing.
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The refrains are all the same:
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Last edited by Skivverus#5720 on Nov 2, 2011, 6:13:11 AM
It may be a valid concern not to make the rewards too much better - otherwise the "regular" fights may get stigmatized as "only for newbies". Higher level enemies already give better-quality (though not quantity) loot rewards, after all. Also, denying rushing entirely may leave out players who want to join their high-level friends, particularly in the default league.

That said, I'm all for lightening the experience penalty on overachievement and penalizing leech/rush rewards.

In that regard, it may be possible to do this merely by tweaking the formula for shared experience - currently, I think, each player gains a percentage of the base experience per kill proportional to their level divided out by the total levels of the party.
In equation format:
Experience gain =
base monster experience value
x party multiplier
x (10 + player's level)
/ ([10 + player's level] + [10 + party member 1's level] + ...)
/ (Player level - monster level + 1) (not sure how it picks the player, actually - I suspect it uses the level of the player dealing the killing blow)

This translates in-game to the majority of experience actually going to the highest level character in the party. However, the difference in the amount of experience required to level means the lower level characters start catching up.

Anyway, though - solutions.
One possibility on the "making rushing worse" end of things is to increase the weight of the player's level and party's level in the above equation - say, by squaring each player's level.
Two examples (ignoring the other factors of the equation for now):

Three player party; levels 5, 6, and 7. The level 5 player gets (10 + 5^2) / ({10+5^2} + {10+6^2} + {10+7^2}) = 35 / 140 = 25% of the experience. The level 6 player gets roughly 32.9%, and the level 7 player gets the rest - 42.1%. Fairly even distribution for fairly even levels; given the ramp in experience required to level, the level 5 will eventually catch up.

By comparison, the present equation gives 31.25%, 33.33%, and 35.42% experience to the three players, respectively - noticeably more even, which at this level is a point in its favor.

Second example - two player party; one level 10, one level 40.
The level 10 player gets (10 + 10^2) / ({10 + 10^2} + {10 + 40^2}) = 110 / 1710 = 6.4% of the experience, with the level 40 player getting the rest (93.6%). High differential in experience for a high difference in level.
By comparison (again) - under the present equation, the level 10 player gets 28.6% of the experience.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
"
Skivverus wrote:
It may be a valid concern not to make the rewards too much better - otherwise the "regular" fights may get stigmatized as "only for newbies". Higher level enemies already give better-quality (though not quantity) loot rewards, after all. Also, denying rushing entirely may leave out players who want to join their high-level friends, particularly in the default league.

That said, I'm all for lightening the experience penalty on overachievement and penalizing leech/rush rewards.

In that regard, it may be possible to do this merely by tweaking the formula for shared experience - currently, I think, each player gains a percentage of the base experience per kill proportional to their level divided out by the total levels of the party.
In equation format:
Experience gain =
base monster experience value
x party multiplier
x (10 + player's level)
/ ([10 + player's level] + [10 + party member 1's level] + ...)
/ (Player level - monster level + 1) (not sure how it picks the player, actually - I suspect it uses the level of the player dealing the killing blow)

This translates in-game to the majority of experience actually going to the highest level character in the party. However, the difference in the amount of experience required to level means the lower level characters start catching up.

Anyway, though - solutions.
One possibility on the "making rushing worse" end of things is to increase the weight of the player's level and party's level in the above equation - say, by squaring each player's level.
Two examples (ignoring the other factors of the equation for now):

Three player party; levels 5, 6, and 7. The level 5 player gets (10 + 5^2) / ({10+5^2} + {10+6^2} + {10+7^2}) = 35 / 140 = 25% of the experience. The level 6 player gets roughly 32.9%, and the level 7 player gets the rest - 42.1%. Fairly even distribution for fairly even levels; given the ramp in experience required to level, the level 5 will eventually catch up.

By comparison, the present equation gives 31.25%, 33.33%, and 35.42% experience to the three players, respectively - noticeably more even, which at this level is a point in its favor.

Second example - two player party; one level 10, one level 40.
The level 10 player gets (10 + 10^2) / ({10 + 10^2} + {10 + 40^2}) = 110 / 1710 = 6.4% of the experience, with the level 40 player getting the rest (93.6%). High differential in experience for a high difference in level.
By comparison (again) - under the present equation, the level 10 player gets 28.6% of the experience.


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sevenOfDiamonds wrote:
1) I see no issue in rushing characters. When you have done a vast number of characters you might not see the early content for the 100th time but might want to test a new build for the end game.
Rushing is litte different to twinking imo. Should there be an exp penalty for using the best items for a certain clvl as well?
I disagree with this, mostly because this isn't an MMO with a glorious "end-game" that outshines the rest of the content. Playing from level 1 up is the entire game. If you want a high-level character, you should have to put the appropriate effort into getting it. Once you're max level, there's nothing to do but help others and farm, anyway.

Take D2 as an example (again). Why did people rush? So they could get to level 80+ in a day and farm gear while grinding out the remaining levels. PoE is nearly identical in its progression: you play the same content through multiple difficulties. If you don't like repetition, you're probably going to be disappointed.

Twinking is a way to give a lower character tools to play faster. Sure, you can make it a lot easier with better items, but at least that character is the one playing and leveling himself, not simply following along while some high-level rusher breezes through all the content for him.
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Last edited by WhiteBoy#6717 on Nov 2, 2011, 12:00:00 PM

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