• Guest, please be noted that suggestions may not receive an official reply until the project state allows us consider them. For the majority of suggestions, this means after an alpha launch.

XP Sharing

Aetheism

Noble
From what I've seen in the discord, the current plans for XP sharing are pretty straightforward:

Divide the normally gained XP of a mob by the amount of damage dealt by a single player.

While this is 'fair', it makes larger scale team play not viable for leveling up, pushing people to play solo, or at least in smaller groups.

I propose a system that follows the exact same logic as the first but increases the total XP pool of the mob based on the number of players that have dealt damage to it.

A mob's XP pool would increase by a ratio of 1/(x), with x being players.

This would mean that with two players fighting the mob, it would give 150 XP. Each individual player, regardless of % of damage dealt, wouldn't be able to gain over 100 XP to prevent abuse.

This list shows the increase of XP given in relation to the number of players attacking the individual mob.
2=150
3=183
4=228
5=248
6=263
7=277
8=290
9=301
10=310
11=319

This system would be less harsh on larger team play, allowing for more challenging activities that rely on large scale coordination between teams of players.
 

MrDienns

Lead Developer & Technology Manager
Manager
Developer
From what I've seen in the discord, the current plans for XP sharing are pretty straightforward:

Divide the normally gained XP of a mob by the amount of damage dealt by a single player.

While this is 'fair', it makes larger scale team play not viable for leveling up, pushing people to play solo, or at least in smaller groups.

I propose a system that follows the exact same logic as the first but increases the total XP pool of the mob based on the number of players that have dealt damage to it.

A mob's XP pool would increase by a ratio of 1/(x), with x being players.

This would mean that with two players fighting the mob, it would give 150 XP. Each individual player, regardless of % of damage dealt, wouldn't be able to gain over 100 XP to prevent abuse.

This list shows the increase of XP given in relation to the number of players attacking the individual mob.
2=150
3=183
4=228
5=248
6=263
7=277
8=290
9=301
10=310
11=319

This system would be less harsh on larger team play, allowing for more challenging activities that rely on large scale coordination between teams of players.

Hmm, that's quite interesting actually. Just a question; I assume there will be some kind of max to how far the EXP would scale up? Say, 10 players max or so, after that the "pool" has reached its max scalability.

Overall sounds like a pretty fine suggestion to me, let's see what the others say.
 
Last edited:

Aetheism

Noble
Hmm, that's quite interesting actually. Just a question; I assume there will be some kind of max to how far the EXP would scale up? Say, 10 players max or so, after that the "pool" has reached its max scalability.

Overall sounds like a pretty fine suggestion to me, let's see what the others say.
At 20 players it would only reach 360. After 5 the XP gains really are negligible. A system with the base being 2/x instead of 1/x would be less punishing on groups, and I feel like it would be a better middle ground between everyone getting 100 XP and everyone sharing that 100 XP.

2/x table goes as follows
2= 200
3=267
4=317 (each player getting about %75 of the solo kill reward)
5=357
6=390
7=419
8=444
9=466
10=486 (about half of soloing the mob)
You worry about scaling, but at 20 players the total XP pool would only be 620, as the XP increase goes down significantly with each added player.
Going by the example you used in discord, 100 people ganking a mob. That 100th player would take an equal portion, but only add 2 XP to the entire pool.
 

Euvrounin

Content team, Moderator
Content team
Moderator
It is an interesting suggestion, wouldn't hurt to test it and of course like Aeky said it needs balancing ..
Dont forget that large team play usually finishes the job faster than the soloist, hence why they mostly receive lower exp or an equal share of exp.

Anyways.. the dungeon-party system wouldn't be able to reach like 10 or more players, but since Dyescape is an open world we cannot ignore the fact that at some point there would be moments like this that'll happen.
I'm not an expert in Math so I'll leave the decision to Aeky and @Zirker

@MrDienns wouldnt it be better if would have a feature wherein if a Player hit a specific mob, it cannot be hit by another player .. not unless left unhit by Player after x seconds. That way we wouldn't have to think much about having a large scale team play hitting the same mobs, or players trying to hit random mobs just to gain small exp rewards. Not unless they are in a party or an event.
 

MrDienns

Lead Developer & Technology Manager
Manager
Developer
@MrDienns wouldnt it be better if would have a feature wherein if a Player hit a specific mob, it cannot be hit by another player .. not unless left unhit by Player after x seconds. That way we wouldn't have to think much about having a large scale team play hitting the same mobs, or players trying to hit random mobs just to gain small exp rewards. Not unless they are in a party or an event.

That'll massively be abused by people just doing large AOE spells and claiming all mobs. This suggestion seems fine, I wouldn't add anything to it.
 
Top