You mean that interacting with the killer but not the killed would make you get less than full exp?
That would make support classes level slower, while melees with crap dmg would still get full exp, so this would be unfair, unless the melees got reduced exp from doing unnoticeable help, but that would almost bring you back to what we have now.
Now the problem is whether it's possible to implement this. It comes down to the question:
After A interacts with B, does the server now who A was?
Example
When a priest casts Blessing on a RK, does the server know who this Blessing came from afterwards?
Thats not what I was saying persay, I was trying to say what you said:
"When a priest casts Blessing on a RK, does the server know who this Blessing came from afterwards?"
As long as Player "A" lets say a bard, has influenced the party with Song of Lutie or Magic Strings or somethin, he should get 100% exp as well. but in the case he has to recharge or something, he should still get decent exp, maybe like right now, 50% or something.
I can still see some problems with this thing though, for example if they have a sage/professor in the team that is there for the sole purpose of refilling peoples SP, if noone needs SP during 5 monster kills, and he has to conserve his own SP, then he will get less exp.
I sort of liked the idea instead that everyone thats on the same screen would get 100% from the monster. If there are someone in the party just sitting there and doing nothing while the rest of the party is busting their -_-es, then they can just kick him, simple as that.
Edited by meaning42, 09 May 2011 - 05:26 AM.