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PostPosted: Mon Apr 09, 2007 7:31 am 
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Muktar wrote:
If You want people to group more. Make the xp bonus for grouping larger. Much larger. It should easily be more beneficial to group and kill than solo killing. The system shouldn't be linear either. Just having two to three in a group should give a bonus that would make it easier to level. Then have it scale much higher as you go through the middle ranks and if you can get 7-9 in a group, the bonus should be huge


I'm honestly in favor of this idea. I believe it should be lesser as your get to a higher level, but I'd like to see a slightly higher group bonus, especially for classes with a low damage output. *cough* priests *cough*. I remember one time I was grouped with two mercs in the bakemo caves. They somehow managed to gain about 4 levels, in the time I was able to get one. So all of a sudden, the group, and the RP we had going with it, died because I couldn't run with them anymore.

There really are only a handful of disadvantages, and nothing terribly bad. Twinks will always twink, and theres not a whole ton you can do about it. STUF_KTHNX, you fail to remember that there is a level limit. If implemented correctly, a character could likely use the area for about 6-7 levels, rather than the standard 4-5. ObjectivistActivist, while I agree with the general theme of what your saying, it is possible to find cheap scrolls/vials in the game. If D wants to compensate for this by making brew slightly easier to master, I'd be cool with that. However, like many other people, the brewer could just go out and earn a bit of gold to cover his vials/scrolls. Or, perhaps he just has people who want stuff from him to bring empy vials/scrolls to him. This really shouldn't deter from a group bonus...

sleeper


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PostPosted: Mon Apr 09, 2007 7:41 am 
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Another MUD I've played sort of "fixed" the group XP aspect by only slightly scaling down the XP per player gained instead of splitting it up depending on the # of people in the group. After a certain amount, the total amount takes a much bigger dive.

You could ostensibly say that the chart would go like:

SOLO - 100% XP per kill
TWO - 90% XP per kill (regardless of combat participation)
THREE - 80% XP per kill (regardless of combat participation)
FOUR - 50% XP per kill (regardless of combat participation)
FIVE - 40% XP per kill (regardless of combat participation)

And so on.


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PostPosted: Mon Apr 09, 2007 7:54 am 
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I think that breaking up the grouped xp would be awesome. Plz put this in!


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PostPosted: Mon Apr 09, 2007 9:04 am 
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nothingxs wrote:
Another MUD I've played sort of "fixed" the group XP aspect by only slightly scaling down the XP per player gained instead of splitting it up depending on the # of people in the group. After a certain amount, the total amount takes a much bigger dive.

You could ostensibly say that the chart would go like:

SOLO - 100% XP per kill
TWO - 90% XP per kill (regardless of combat participation)
THREE - 80% XP per kill (regardless of combat participation)
FOUR - 50% XP per kill (regardless of combat participation)
FIVE - 40% XP per kill (regardless of combat participation)

And so on.


You have to be very careful about this system, as a GM player can twink a n00b player very quickly.

sleeper


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PostPosted: Mon Apr 09, 2007 9:12 am 
nothingxs wrote:
Another MUD I've played sort of "fixed" the group XP aspect by only slightly scaling down the XP per player gained instead of splitting it up depending on the # of people in the group. After a certain amount, the total amount takes a much bigger dive.

You could ostensibly say that the chart would go like:

SOLO - 100% XP per kill
TWO - 90% XP per kill (regardless of combat participation)
THREE - 80% XP per kill (regardless of combat participation)
FOUR - 50% XP per kill (regardless of combat participation)
FIVE - 40% XP per kill (regardless of combat participation)

And so on.



Let's stay away from emlen-style xp all together. That's something I think we can all agree on sucks.


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PostPosted: Mon Apr 09, 2007 10:09 am 
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Dont force others to form groups and depend 90% on them. Not everyone likes it. Not everyone can do it. Think about the solo playing (players) and make adjustments so that they TOO can enjoy the game. If you dont understand what I say, see my post in Code Changes in GD.


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PostPosted: Mon Apr 09, 2007 10:41 am 
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I was not saying vials and scrolls should be cheaper or are over-priced. And yes, there are a couple of cheap versions of both. What I'm saying is that for your average brewer/scriber, the group splitting of gold hurts more than the loss of the group exp bonus especially when added to the fact that casters generally get "screwed" on exp during training fights anyways, and so it's one of the incentives *not* to group. If the group exp bonus counted for more, then you would see people finding the trade off to be more valuable, and therefore would group more often.


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PostPosted: Mon Apr 09, 2007 12:23 pm 
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Sorry, ObjectivistActivist, but money is super easy come by. Might it take a couple extra minutes for some classes? Yeah . . .but still only a couple extra minutes. Also, this doesn't screw the solo levelers. It just only gives incentive to people to group up.

To deal with the plvling of lowbies by highbies, if there is a party member that is outside of 10lvls of the NPC, no extra xp is gained by the group. That will stop plvling. Pretty sure that plvling will still happen, but it won't happen as much


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PostPosted: Mon Apr 09, 2007 12:31 pm 
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No crap it's easy to come by. What does that say for the existing group exp bonus when it isn't enough to make up for the loss of coin in a group? When a caster is in a group, as of right now, they get almost nothing for doing so. They lose out on exp (because they can't match the damage: time ratio managed by melee classes or are relegated to healing for the minimal exp that gives), and they lose out on gold...those being the two reasons to spend your time grinding NPCs into meat. The *only* thing they get now is a partial immunity to thrown weapons, but even that (against groups of more than one rank's worth of depth) will be a spotty benefit at best.


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PostPosted: Mon Apr 09, 2007 2:06 pm 
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Sorry, but maybe you misunderstood how I proposed the xp bonus. It is a flat rate per kill.

Also, as another note. Crap in SK is much harder to come by then coin. If you cannot make coin as a caster, ask for help. There are tons of places that a caster (or anyone for that matter) can make coin at. Will those places help you level? No, but if the xp bonus was a flat rate per kill. Based on a formula of your char lvl vs NPC level.


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