The first steps are to work out the EXP awards for defeating monsters then for parties. This is just the start of the discussion, many ideas have been floating around the forums and among players yet to post them here on the forums. With most of the discussions becoming convoluted with side tracked ideas, lets just have this tread and it's entire discussion to pertain to the discussion and solutions to creating a better EXP and Party award system.
EXP & Job EXP Reward Rates
For the most part I'd have the rewards set simply as this:
+ 16...........................90%
Equal through +15..............100%
-1 Through -15.................95%
-16 Through -30................90%
30 or Lower....................80%
This keeps the rates in a more mindful step down and allows players to stay in area's they like but not with such a disadvantage.
If it is deiced that players need to keep it "moving" then I'd create a long plateau for the bonuses but not give them such a high reward. On the mindful note, reworking the EXP charts for Monsters and EXP Require for Leveling will also have to be discussed and resolved in another thread and that will directly effect and be effected by what the monster and party award rates are set for.
+ 16...........................90%
+15...........................110
+14...........................110
+13...........................115
+12...........................120
+11...........................125
+10...........................120
+9............................120
+8............................115
+7............................115
+6............................115
+5............................115
+4............................110
+3............................110
+2............................110
+1............................105
Equal.........................100%
-1 Through -15.................95%
-16 Through -30................90%
30 or Lower....................80%
But what is going to get players to move through the world would be a weekly episodic playable plot/sotry line not just "better" exp.
It really does depend on what the balance should be for the EXP due to the new changes to the EXP awarded from the monsters. The only other changes would be the changes to create "balance" would be to the EXP necessary to level. That should be changed to make the game "long" enough to be enjoyed but not passed off as a grinding game.
- Party Rewarded EXP
For Party Sharing, lets rework the conditions and reward for partying:
partying bonus:
- For Every Player in party on the screen, the party will receive 1% more EXP per member. Players off screen will not be counted or rewarded.
- Only the players on screen will be COUNTED and REWARDED for the Bonus.
- Players must be with in the share range.
- Share MUST be turned on.
- Novice and Dead Characters will be counted as a +0.
- The bonus Experience will be rewarded from the Party Leader to the party as a whole as if it were a Party Buff (Scroll) or the skill Wind Walker for example.
- On the Buff (?) Window, it will indicate how much Experience was given to player based on the percentage as "You received a Bonus X Experienced".
- Experienced give through this method is only effected by amount you receive from the party share multiplied by the items you are using to increased or modify the experience you are rewarded.
- Equation
I'm still working out the Calculations to ensure that it's correct but this is what it would look like:
Characters ..Total Reward
2������.56%
3������.46%
4������.42%
5������.41%
6������.41%
7������.42%
8������.44%
9������.46%
10����.�.48%
11������.50%
12������.53%
So for a 11 Player Share Party that kills a Monster that gives 1000 EXP, each player would receive 500 EXP IF ALL THE MEMBERS OF THE PARTY WERE ALIVE ON SCREEN*.
This really will reward players for partying and will easily cut most of the abuse down, only really allowing players to dual client then auto follow. This still places a high pull for players who are AoE types and away from Melee, to combat that, we'd have to re-work the mechanics for melee classes and skills as well as AoE's to be able to create balance. But that is a different topic for another time.