Fine, add no bonus for 2 members parties.
#1
Posted 21 February 2011 - 10:39 AM
My first feeings about the increased bonus were simply: "well, duo parties are still as worthless, but now if I leech myself as always do I can add a third leeched client and get as much exp as I'm already getting!". Or something like that...
In my opinion, adding a huge more-members bonus just encourages more soloing in groups (fywinging around soloing but grouped in a 'party' so every soloer gets more exp); while adding just a bonus to duo parties makes self leeching not much different than duo partying, exp-wise.
Then, how can we make real partying benefitial, not only solouing-grouped into a 'party'?
I would like to take a see the exp tap, the only activity validation RO has to be revived to something useful, in conjunction with the new more-members bonus: make the tap go lower as more people are in the party, while compensating with a more-members bonus increase. Starting from a 100% increase in tap, and lowering as more members are added, this exp tap would give a reason to party, real partying as in groups of people working in in the same monsters instead of soloers grouped, or solo-leeching. As you can see in the table, partying in duos is much better than leeching yourself, and small parties of 2-6 members should be reasonably good, maybe as effective as 6 solo killers flywinging.
What do you think?
#2
Posted 21 February 2011 - 10:44 AM
#3
Posted 21 February 2011 - 11:12 AM
Also part of the reason for the partying complaints was due to the lack of parties for support/FS class and more often than not the most common party for that class is FSing 1 other person. This also however means that EXP Tap bonus may not really help, because FS class are too busy FSing to go around tapping stuff. They can chuck a Holy Light in every so often but more often they lose out on any exp bonus because keeping the party member alive is important. EXP Tap would be nice for attackers partying together though.
#4
Posted 21 February 2011 - 11:16 AM
#5
Posted 21 February 2011 - 11:29 AM
#6
Posted 21 February 2011 - 02:27 PM
Edited by soudou, 21 February 2011 - 02:29 PM.
#7
Posted 21 February 2011 - 02:48 PM
(nr of pty members)-(total%for kill)/(nr)=(% for each member per kill)
1-100%/1=100%
2-160%/2=80%
3-210%/3=70%
4-240%/4=60%
5-275%/5=55%
6-300%/6=50%
7-315%/7=45%
8-320%/8=40%
9-360%/9=40%
10-400%/10=40%
11-440%/11=40%
12-480%/12=40%
-Only when share party members are in range (like kill counts)
Note the bold part.
And I'd also add: share works also for everyone in party who hit or got hit.
Killers spread all over the map doesn't sound like a party to me.
Edited by Charon, 21 February 2011 - 02:51 PM.
#8
Posted 21 February 2011 - 03:59 PM
Something has to be done to make partying duo better. The GMs are delusional to think otherwise.
#9
Posted 21 February 2011 - 04:06 PM
#10
Posted 21 February 2011 - 04:48 PM
#11
Posted 21 February 2011 - 04:55 PM
#12
Posted 21 February 2011 - 04:56 PM
#13
Posted 21 February 2011 - 05:08 PM
But... 12 people parties is hard that everybody can tap all monsters due to higher damage aoe skills. It's awesome for MvP exp.
And that is why you keep both exp bonuses: on smaller groups, tap is doable and is the main bonus. On large groups, tap is a second point, and more people is the main bonus. You won't have to tap in order to get an exp bonus, like in the old system, but you can do so, if you want a higher bonus.
Personally, outside of killcounts I have rarely to never, been on a party bigger than 6~people.
This exp tap would be independant of the regular tap, and affected by how big is the party. I guess the tap outside of party would stay at 5%... Outside of MvPs, there isn't a monster worth of bringing lots of charas to tap outside of party anyways.
#14
Posted 22 February 2011 - 06:53 AM
#15
Posted 22 February 2011 - 10:08 AM
#16
Posted 23 February 2011 - 12:44 AM
I'm pretty sure its mvp exp rewards that are targetted with exp tap removal since most other stuff dies in one hit
#17
Posted 23 February 2011 - 04:17 AM
Edited by soudou, 23 February 2011 - 04:18 AM.
#18
Posted 23 February 2011 - 04:58 PM
but seriously, is 25% tap, the old value, really that much? how much is insane? it was capped at like 585% or something like that before was it not? just have it put back at 25% and lower the cap to whatever isnt insane, 250% or whatever. problem solved.We'll see about the party bonuses, but I know the tap bonus was significantly lessened to almost nil with renewal. This likely was to keep monsters from reaching insane exp when Exp per monster is so carefully controlled in Renewal.
no wait actually, this should be an option that can be adjusted over time. have them enable the tap percentage as an option and a cap option too so we can get a more reasonable amount of tap in there and adjust as needed.
#19
Posted 23 February 2011 - 05:08 PM
At least some tap would make up for the open KS lots of people seem to default.
#20
Posted 23 February 2011 - 07:54 PM
#21
Posted 23 February 2011 - 11:45 PM
#22
Posted 24 February 2011 - 04:53 AM
Why not a gradual decrease in exp like 80% 2 players > 70% 3p > 60% 4p > 50% 5p > 40% 6p > 30% +6 players and further amount, minimum exp capped at this rate. Is that too much? Maybe bit lower exp % but... Less people is still more beneficial, but not absurdly bad exp like now, and even a full party would be enjoyable with both killers and support characters.
Edited by meli, 24 February 2011 - 04:55 AM.
#23
Posted 24 February 2011 - 01:35 PM
It's exp, it sucks in a party, level affects everything now, and it needs to be changed so all players can enjoy progressing in the game more.
People who are stuck in a rut prevent change and progress.
I agree with the two comments before this. About the "needing" to tap for exp being dumb and the other.
Edited by SamuelAdams, 24 February 2011 - 09:26 PM.
#24
Posted 24 February 2011 - 02:08 PM
I like it. +1...But instead, return the exp tap to a worthy version, inverse to the more-members bonus. The more members bonus is nice, but not focused to real partying.
My first feeings about the increased bonus were simply: "well, duo parties are still as worthless, but now if I leech myself as always do I can add a third leeched client and get as much exp as I'm already getting!". Or something like that...
In my opinion, adding a huge more-members bonus just encourages more soloing in groups (fywinging around soloing but grouped in a 'party' so every soloer gets more exp); while adding just a bonus to duo parties makes self leeching not much different than duo partying, exp-wise.
Then, how can we make real partying benefitial, not only solouing-grouped into a 'party'?
I would like to take a see the exp tap, the only activity validation RO has to be revived to something useful, in conjunction with the new more-members bonus: make the tap go lower as more people are in the party, while compensating with a more-members bonus increase. Starting from a 100% increase in tap, and lowering as more members are added, this exp tap would give a reason to party, real partying as in groups of people working in in the same monsters instead of soloers grouped, or solo-leeching. As you can see in the table, partying in duos is much better than leeching yourself, and small parties of 2-6 members should be reasonably good, maybe as effective as 6 solo killers flywinging.
What do you think?
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users