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Party Play Mechanics


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#1 Nirvanna21

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Posted 05 February 2016 - 02:55 PM

Hi All

 

So I was thinking, a real nice way to get party play to be more appreciated could be to make special modifiers for rates.

 

EXPERIENCE

 

Make it so that party experience is not shared from one exp pool, but that a reduced rate is applied in general with the experience that applies per character instead of being split.

 

Say a party of twelve kills a monster worth 1200 BASE EXP, this would currently mean that each player gets 320 BASE EXP (assuming an EXP multiplier of 3.2 (1+(11*0.2)) for # of party members) when that monster is killed.

 

What I proposed for this is that when you kill a monster with 1200 BASE EXP, have it apply a multiplier of 2.1 (1+(11*0.1)) for the # of party members) and apply a reduced EXP modifier of 2% per party member (in this case a total of 12 for 24% reduced EXP) and then give that amount to each individual player). This would make the 1200 BASE EXP in this instance 1915.2 BASE EXP per player instead of 1200 SOLO or 320 via the current method.

 

INSTANCE MOBS/DROPS

 

For instances, for each additional party member present in the dungeon it would apply the following...

 

EXP increase of 10%

DROP increase of 10%

MOB damage increase of 5%, MOB health increase of 5%

 

These rates would be decided upon first entry with the number of party members online when the instance is reserved.

 

-------------------------------

 

Anyways, this was just some food for thought, since it gives a little more encouragement over solo'ing content other than having fun (which is not bad mind you but STILL :P)


Edited by Nirvanna21, 05 February 2016 - 02:56 PM.

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#2 ROCKheir

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Posted 05 February 2016 - 08:20 PM

And how about gravity extending the party member limit from 12 to let say, 15? xD
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