Azherae wrote: » As far as I remember from Alpha-1 (this might be bias because this is how it works in the game I play the most) you technically wouldn't need to actually do ANYTHING other than 'be in range'.
Sapiverenus wrote: » I'd prefer On Use XP. Still encourages cooperation; heal people get XP. Buff people get XP. Tank and get XP because Defending. Get more XP from taking more % health damage. Tune everything and people can do whatever they want lol. Could make it Attribute and Skill gain without Levels even being involved. Tagging provides 5 - 10% XP or something as well. Somewhere on wiki.
Sapiverenus wrote: » @Azherae Incompetence lmao. How do you cheese outside of developer expectations or ability to patch it lol?
Sapiverenus wrote: » It's extremely easy to predict and playtest. A team of 10 - 200 and no one can figure out how to exploit it before players do?
Iskiab wrote: » I watched an alpha stream and something caught my attention. It looked like mobs aren't tagged by a player, and instead xp is distributed amongst everyone who contributed to killing the mob based on how much damage they did to the mob. Is this the system throughout the entire game? What about xp for contributing by tanking, healing or buffing others by being a bard?
TheWolfofGar wrote: » Iskiab wrote: » I watched an alpha stream and something caught my attention. It looked like mobs aren't tagged by a player, and instead xp is distributed amongst everyone who contributed to killing the mob based on how much damage they did to the mob. Is this the system throughout the entire game? What about xp for contributing by tanking, healing or buffing others by being a bard? Not sure if you are still questioning the system as two others clarified but I like how the games mechanics work for dividing exp as it seems pretty fair and encourages player communication, the way exp has been explained is imagine two separate parties attack a mob your party, P1 deals 45% the other P2 deals 55%, the total xp is divided between both parties based on that percentage, eg if mob grants 100exp P1 gets 45xp p2 gets 55xp then that 45/55 gets evenly split between the members of the party, if you were solo you get the full 45, if p1 has 3 members each get 15 etc. So if you are tanking a few mobs and a dps comes along and starts attacking them, you should probably toss them a party inv, assuming they aren't nearly dead. If you're going to do under 50% damage you have nothing to lose, and the dps will likely want to join you as well since with your assistance they increase the quantity of mobs they can farm at any given time. If your soloing mobs and choose not to party and keep getting out damaged on all your targets you can chose to move along or accept the lower amount of quick xp and do a numbers game if in 5 minutes you could kill 5 mobs for 100each and now you can kill ~12 for 45 each you're still making a profit but you'll need to make that determination in the moment.