> > Perhaps a better way of affecting this would be to change the way > group exp is divided. One system I have seen that I like involves > adding all the levels of the party together, dividing that into the > exp, and then allocating one "share" per level to each party member. > Thus, in a group with two 20th level characters and one 5th level, > each 20th leveler will get 20/45 of the experience, where as the > 5th leveler will only get 5/45. This still lets high levlers help out, > but negates a lot of the advantage for mid-levels when the differnce > in level is just too high. But concider a high level mob with about 100k exp points (which is not unreasonable on a 30 level system, and quite common on a 50 level system). This level 5 newbie would still get over 10k exp off the kill and asside from a couple tickles, probably have done little to deserve the exp. A cap on the max a grouped player of X-level can gain will work to an extent but a better method is to award less for the death blow and more for successfully hitting the mob and doing damage. Assuming that the mobs all have well balanced experience which reflect the relative difficulty, a nice equation for awarding exp gained per each successful hit would be (% of damage done)(mob exp value). This would also take successful kicks, spells, and wand use into consideration with respect to exp. -Rasta
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