Laetitian wrote: » This is completely standard, especially in games that have diminishing returns for killing mobs significantly above your skill level....
JohnnyHazz wrote: » At the moment, experience is distributed extremely unfairly in groups. A group of 2 players will receive a total of (approximately) 1.5 times more experience for killing one monster than if one player killed this monster alone. A group of 8 players will receive 2-3 times more experience (in total) for killing the same monster than a group of 2-3 players. What is the point of such distribution? Motivation to play in a group? But then a group of 2 players should receive (in total) the same amount of experience as a group of 8 players for the same mob! It is quite obvious that a group of 8 players will kill a mob (conditionally) 4 times faster than a group of 2 players (let's imagine that everyone is dressed the same) At the moment, leveling up in a group of less than 5-8 is not effective. This is a very big hole in the game design - who advised you to do it? I understand that the game is aimed at group content of players and their interaction. But in essence, you are turning the game into a zerg rush (in the sense that playing in a party of less than 8 people is not effective). I understand that most players prefer to level up in a party of 5-8 players and will probably take a negative attitude to this topic. But if you leave everything as is - the current "rules of the game" will kill (or greatly spoil) the game for solo players and players in small groups (2-3 people in a group)
AirborneBerserker wrote: » I'll tell you what I was told when I pointed this out 5 months ago. "Your stupid and don't know what your talking about." "This game is NOT for solo players" The players are too short sighted and the devs don't care. It sucks, but its as simple as that.
JohnnyHazz wrote: » in a large group of players, players receive more rewards in the form of glints and more valuable (or high-level) items [...] This "imbalance" can be left as is (if you change the balance from the first post) - then players will have to choose what is more important to them - more valuable drops (playing in a large group) or more experience when playing in small groups.
JohnnyHazz wrote: » At the moment, the game's main mantra "risk versus reward" doesn't work - because larger groups of players usually risk much less on farming - than smaller groups - but at the same time receive more of all types of rewards.
JohnnyHazz wrote: » Because at the moment I see everywhere how large groups farm regular mobs - while not receiving any risk and receiving increased (compared to groups of smaller composition) privileges.
JohnnyHazz wrote: » I understand that the game is aimed at playing in a group. But the game is also aimed at the principle of "risk versus reward" - which currently does not work when playing in a large group (if it farms non-elite mobs of +- level equal to the level of the characters)
Ludullu wrote: » Big groups should be rewarded more because they managed to gather more people at the same time and with the same goal. Yes, this game is about full groups, so incomplete groups will have a worse time. Everything working as intended.
Noaani wrote: » While this is true, that reward should be based on them killing harder mobs. Getting more people to take on the same content is lowering the risk. That is even true if - like me - you simply consider risk to be a function of time. This is because 8 players can kill solo mobs more than 8 times faster than a solo player can. There should be a reduction in over all experience for killing solo mobs based on number of people in the group, so that groups wanting to maximize their effectiveness do so specifically by taking on content designed to offer them an appropriate level of risk.
Ludullu wrote: » Noaani wrote: » While this is true, that reward should be based on them killing harder mobs. Getting more people to take on the same content is lowering the risk. That is even true if - like me - you simply consider risk to be a function of time. This is because 8 players can kill solo mobs more than 8 times faster than a solo player can. There should be a reduction in over all experience for killing solo mobs based on number of people in the group, so that groups wanting to maximize their effectiveness do so specifically by taking on content designed to offer them an appropriate level of risk. And I definitely agree and expect this to be the case on release (and probably somewhere in P3). Killing solo mobs is a self-regulating situation, as long as there are better targets for the group to kill. This is why I've been saying from the start that 3* mobs are way too damn easy. They're supposed to be the content that occupies full parties' time, but instead they're mass-farmed by said parties, while also being nearly the only type of mob in the POIs. Solos and small groups shouldn't even be able to even touch 3* mobs, which would then properly separate pve farmers into their own niches.
Noaani wrote: » They shouldn't be something a full group should be going after - but there should be 4*, 5*, 6* and probably 7* mobs to accommodate all group sizes. Without that much granularity, group mobs in Ashes need to be designed for a group of 3 or 4 players to be able to take on, meaning a full group will mow them down.