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#1
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Death should result in a 10% XP hit for most levels. Slightly more if you die the level after a hell level.
Grouping with people at different levels or with class/race XP penalties will result in an uneven XP split, with a larger share going to the higher level party members. The more uneven the group makeup, the more noticeable this will be (ie: a level 34 grouped with a level 50 will receive only a small portion of the XP per mob)
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-Bumamgar
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#2
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That sounds perfectly logical Bum. However, a lvl 35 should not be moving through his level at the same rate as a lvl 34. Which was the case in MM yesterday.
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#3
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Quote:
This is classic per producers letters and other sources: friends grouping together should earn XP at approximately the same rate regardless of class/race/hell level penalties so that friends can group together from level 1 to level 50.
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-Bumamgar
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#4
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Quote:
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![]() Uuur - Your favorite Master +1 cleric <LifeAlert> Rockwell - Your favorite 30 virgin <Aspen and Rockwell> | |||
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#5
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Quote:
The size of the XP pie doesn't change based on group composition, but if, for example, you duo with a halfling warrior, they might get 40% of the pie and you get 60% of the pie. * numbers for illustrative purposes only, not to be considered actual values
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-Bumamgar
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#6
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sounds like a good reason to not have hybrids in your group, or people in hell levels, as it sounds like others are being penalized for someone elses exp penalty.
now this reminds me of the old eq. stealth experience patch with no patch notes. =) Quote:
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#7
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Quote:
__________________
-Bumamgar
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#8
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Quote:
I spent a better part of my day at work tonight trying to find the epic post I read back in the day where a GM slipped out that the penalty was shared in group, but to no avail. I mean, if you're going to make it "classic" then make it classic: -I want my sword of runes to proc while in the hands of an NPC. -I want my pet to be able to tank a mob with a rogue in melee range and not getting hit. (this was an easy-out fix for verant in SoV when pets were dying a lot due to getting a lot of aggro; they made it where if a PC was in melee range it would attack the PC with no exception). -Mobs/pets that don't disappear into the wall/drop through the floor and aggro the entire zone. I mean, there is a reason you kept the Vellious UI and didn't revert to the old one: it was an improvement to the game and made it more enjoyable. . | |||
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#9
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#10
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Quote:
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