Glorious Alpha Two Testers!
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Concern Regarding shared XP/Loot from Mobs
DvalinTTV
Member, Alpha Two
Hello fellow adventurers,
I wanted to bring up an issue I encountered recently regarding XP and loot distribution in Ashes of Creation. Specifically, it’s about situations where another player attacks a mob before I do, and when I assist in killing it, I receive no XP or loot.
Wouldn’t it be a smart idea to implement a system where players who help in defeating mobs still receive some XP or loot? It feels a bit unfair to put in effort and not be rewarded, especially when it's a team effort.
Additionally, it would be great if helping someone else could also contribute to their progress on kill-related quests. In other words, if two people are involved in defeating a mob, both players could make progress on their respective quests.
I had a particularly frustrating experience yesterday with a goblin boss. I had to kill the boss five times because other players kept tagging it before I could, which made completing my quest take much longer than necessary.
So, my suggestion is:
- Shared quest progress: Both players involved in killing a mob progress their quests.
- Shared XP: Players who help with killing mobs receive XP for their contributions.
I believe this could help reduce toxicity in the game, as players would be less likely to get frustrated over mob tagging.
Thanks for reading, and I hope this suggestion is something the team could consider!
I wanted to bring up an issue I encountered recently regarding XP and loot distribution in Ashes of Creation. Specifically, it’s about situations where another player attacks a mob before I do, and when I assist in killing it, I receive no XP or loot.
Wouldn’t it be a smart idea to implement a system where players who help in defeating mobs still receive some XP or loot? It feels a bit unfair to put in effort and not be rewarded, especially when it's a team effort.
Additionally, it would be great if helping someone else could also contribute to their progress on kill-related quests. In other words, if two people are involved in defeating a mob, both players could make progress on their respective quests.
I had a particularly frustrating experience yesterday with a goblin boss. I had to kill the boss five times because other players kept tagging it before I could, which made completing my quest take much longer than necessary.
So, my suggestion is:
- Shared quest progress: Both players involved in killing a mob progress their quests.
- Shared XP: Players who help with killing mobs receive XP for their contributions.
I believe this could help reduce toxicity in the game, as players would be less likely to get frustrated over mob tagging.
Thanks for reading, and I hope this suggestion is something the team could consider!
3
Comments
Exactly, i would love to help strangers, and create connections, but right now ... its just a waste of time.
Yes please. I saved many people as a cleric as they were dying. No benefit besides feeling good about myself? Lol
For your specific experience, did you try grouping up so that you may work together to kill the goblin boss? This would give both of you credit then you could disband and be on your separate ways. Speaking to other players is one of the easiest ways to resolve an issue. This isn’t required in many modern day MMOs, but this is a social MMO where interaction ends up rewarding you in the end.
Option two would be to fight the player contesting your spawn. While many may frown on PvP it is a means to resolve issues. There is, of course, potential blowback from fighting. But when words do not resolve an issue taking action may be the next best step.
And of course your last option is just to move on and check back later. You may find it waiting for you with no one around.
My reading this is that you may be a solo player, which is perfectly fine! There are added difficulties in this style though. I do not believe changing the overall game mechanics to cater to absolutely every play style is the way to go. The solution shouldn’t always be “make it easier”. Also, there needs not be a reward for every action taken. Helping a fellow adventurer should be the reward in itself. Hell maybe throwing a heal as you pass by or helping a struggling player kill a mob lands you a friend going forward.
If you’ve never played a game like this before it takes some time to get used to. To be honest it’s not for everyone, and that’s okay too! I would encourage you to be social. Invite players to group, even if only momentarily. Talk to others. After all, this is a MMO (massively *multiplayer* online game).