Strevi wrote: » Why all good things have to be stopped?
Arya_Yeshe wrote: » Strevi wrote: » Why all good things have to be stopped? That's what I though. Path of least resistance or Principle of least effort, never forget this, we as evolutionary beings are rigged for getting more for less, it's just what we are. But, in regards of game design, it's the company's fault not balancing the game correctly. Who also grinded Tristram runs on Diablo 2? Getting to level 50 was nothing I believe that XP payouts should be split participants (being in a party or not, being mixed crowd or not) and then having the maximum payout (solo player) and the minimal payout (if there's just too many people hitting the same mob). Example: mob is worth 2000 xp, max payout is 2000 xp and min payout is 20 xp solo player gets 2000 xp 10 players get 200 xp each 20 players get 100 xp each 8752 players get 20 xp The proportions about how splitting the payout could be different, this is just the idea about how to split it. If possible healers, buffers, CC characters should participate in the xp payout pool too.
akabear wrote: » In a few MMO:s I have seen group play to accelerate XP or loot gain in a manner I am certain the game was never designed. Elders Scrolls Online - mass groups (30-50 players) doing circuit rotation of the portals New World - 30-60 players rushing the high-end areas and hopping all the chests Lineage 2 - massive pulls of full dungeon mobs to AoE, even without AoE classes. 3-4x XP rate Players will always find a way to optimize activities. Should this be managed?