Azherae wrote: » Mob design could fix this (and later, often did), but it was a definite large flaw that influenced the 'common leveling paths' in the game quite negatively. I hope to see nothing on that scale in Ashes, but they don't even HAVE a system for this, so I expect it will have L2 style solutions instead.
Spif wrote: » One strike against massive XP per high level mob is that people will figure out how to cheese that encounter pretty quickly through any number of means: PL with a higher level friend that CCs/taunts after you pull, abuse pathing mechanics, etc. There needs to be some limit on it. Given the baseline of 100xp per kill of same level mobs, there should be a hard cap of 200xp per kill per individual in a group. So if you're in a duo, you would fight slightly higher level mobs so you both are close to cap. In a group of 8 you could fight groups of much higher level mobs. As far as dungeons, I think the xp cap should also apply there. You'd go there for faster respawns/larger groups or for better loot. XP multipliers per group are good, they just need to respect the xp cap. For example, solo you get 100xp for a same-level mob. In a duo you would each get 60xp, so 20% bonus. Solo you hit the cap at +3 levels. In a duo you hit the cap at +5 levels (numbers made up)
NiKr wrote: » Nerror wrote: » I think it should always be a net positive to grind xp in a group, even if it's just 2, 3 4 people. I'm kinda against small parties having x1.+ because this would probably lead to 2-3-man groups just farming solo mobs super fast with better xp than if they were doing it solo. And this usually destroys the whole point of a solo location. People can always find a group in a solo location, but when they do they should be highly encouraged to move to a better location because they can now farm better mobs.
Nerror wrote: » I think it should always be a net positive to grind xp in a group, even if it's just 2, 3 4 people.
Percimes wrote: » The simplest way to prevent this would be to tune the spawn rates too slow for a small group to find the spot worthwhile to stay. They would wait too long between respawns. Same for character too high level for the spot. A few soloers wouldn't be affected as much, in a way longer respawns make a spot safer to solo as there are fewer surprises mob popping out while you fight.
novercalis wrote: » mix feeling and I just hope A1 wasnt tuned as intended - just having something out there for A1 folks. Do I believe you should get more xp fighting higher lvl mob? yes do I believe - assuming solo - killing something 3 level higher than you? NO Hell, I believe you got a 65% chance fighting something EQUAL level as you One level above you = 45% 2 levels above you = 25% 3+ = Death p99/EQ EXP data is out there - it was based on mob lvl -https://wiki.project1999.com/Experience_table and leveling / dying was based on a % of previous level. I suspect the XP DEBT will be based on this formulahttps://wiki.project1999.com/Experience#Experience_Requirement_by_Level