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					Originally Posted by Patch notes
					
				 ------------------------------May 27, 2003
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 ** Experience System Change - Grouping **
 
 We've made some improvements to the way experience is rewarded in all
 of EverQuest. At its core, the idea is to positively reinforce
 grouping. There should never be any penalty to adding "that sixth
 person over there," whatever class they may be, into your group. That
 is exactly the type of behavior that should be rewarded.
 
 In a massively multi-player game, any mechanic that penalizes those who
 group is one that we need to take a serious look at. While there are
 definite benefits to forming "well balanced" groups in terms of damage,
 tanking, healing, and support, there shouldn't be an active penalty to
 those who cannot find groups of "optimal" balance.
 
 As it stands in EverQuest, groups gain a 2% to 20% experience bonus,
 which we refer to as the "group bonus", for having two to six members.
 In practice, however, this has never been much of a bonus, even in the
 case of a full group, given that the experience was already being
 divided six ways.
 
 In the past, we had also attempted to reward people for adventuring in
 the more challenging Planes of Power zones by making those zones give a
 better rate of experience.
 
 As of this update, groups now gain 20% to 80% "group bonus" experience
 for having two to five members.
 
 Full, six-person, groups now see an additional bonus. Their experience
 is only divided five ways, yet they still gain the 80% "group bonus."
 For those who think in terms of pie charts, it amounts to a larger
 piece of a larger pie.
 
 Accordingly, the bonus inherent to Planes of Power zones will be
 decreased slightly. However, as long as person is grouped with at least
 one other, they will see an improvement in experience gain over the old
 system. The one down side to the new system is that there will be a
 slight decrease in experience for those who do not group, and only for
 those who do so in Planes of Power zones.
 
 We realize that we are, essentially, "manufacturing" a new type of
 experience after a kill. As players, we also understand it is the
 people who spend time in full groups who have to deal with the most
 interruptions and setup time caused by organizing the extra people. It
 simply makes sense to reward that extra time, especially if it means
 bringing more people together. After all, that's the whole point.
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