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#1
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If it worked this way a Level 1 could group with a Level 60.
The level 60 could kill everything and the Level 1 could just afk. The way it is set up to work when you are grouped -- Current Level + Current Level / 2 Examples of Levels you can group with and still get experience: 10 up to 15 20 up to 30 30 up to 45 40 up to 60 If you have a player that is much higher level than the rest of your group you will need to kill more difficult mobs. Thats just the way it works or there would be no challenge to the game. You could rename it LeechQuest if it was coded like that. | ||
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#2
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I'm not advocating changing the aspect you describe. The
"diff >= (maxdiff)" is still in there to limit the overall level difference of the group. The change I describe would allow a level 10 to group with a level 15 and allow them to kill a mob that cons green to the 15, but blue to the 10 and the 10 would get experience and the 15 wouldn't. Currently that doesn't work. | ||
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#3
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Right, the higher level should still take their piece of the pie and throw it away or it could easily be abused. Assuming the actual server code isn't too different than what I looked at from eqemu base, this change should do that. The higher level gets their experience filtered out later in cmember->AddEXP.
My recollection is foggy as well, but I do think it worked this way. | ||
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#4
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I see what you are saying now.
If the mob is allready green to the highest player though how much experience are you actually going to be receiving? Especially if you are splitting it between 4 or 5 other players in the group. I imagine it would be pretty close to getting none. | ||
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