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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Creature Scaling Based Party Size? -> Splitting XP From Mobs?
ArchivedUser
Guest
Something that has been bugging me when I have been reading these forums about how to alter the streamlined process that is questing, a much far larger question came to mind. Will creatures scale to party size?
Now, I know that it has been said that creatures in a node will scale and change as the node levels, but will creatures in the in the wilderness scale based on party size so that questing can still be challenging? This is a problem with many MMOs. The questing experience is either scaled for solo play or a full party, and it does not scale to give the players the full experience of struggling to survive those beginning levels without it being either too difficult when playing solo or too easy when playing with a full party.
Personally, I am of the opinion there should be some kind of scaling based on party size, but let me know what you guys think.
Now, I know that it has been said that creatures in a node will scale and change as the node levels, but will creatures in the in the wilderness scale based on party size so that questing can still be challenging? This is a problem with many MMOs. The questing experience is either scaled for solo play or a full party, and it does not scale to give the players the full experience of struggling to survive those beginning levels without it being either too difficult when playing solo or too easy when playing with a full party.
Personally, I am of the opinion there should be some kind of scaling based on party size, but let me know what you guys think.
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Comments
Be interesting to see though!
I would just like to note that I am no programmer, so I have no idea if this concept is realistic or if it is even possible.
*and by Scaling I mean more mobs spawn. Depending on spawn type and if a lot of individual groups are around then you could technically get into buff the mobs. But always increase in quantity first.
Adding more people should always make the mob easier to kill than just doing it solo.
Best way to deal with exp in to divide the exp between party members, with a little bonus for every extra member in your party, afterall doing it solo is harder and slower so therefore you should get more exp, in parties you clear mobs quicker so the exp is divided.
Distribute exp based on how many people are in the party. 2 people exp gets halved 3 people a third of the exp etc. Harder enemies award more exp. Put quest loot from open world monsters on a permanent round robin instead of the common everyone gets an item on every kill style loot.
By doing so you have swapped the effort required to quest from difficulty (solo) to time (group). Obviously group play is easier and chances are you won't die but it will take longer for the entire group to finish the quest vs the single player