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.
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.