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  #21  
Old 02-22-2012, 10:23 AM
Estu Estu is offline
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Originally Posted by fischsemmel [You must be logged in to view images. Log in or Register.]
Groups on here suck. If you don't want to join for for the social aspect that kender was talking about or because you're trying to get a fbss on your level 41 warrior or something... the xp is shitty. Buuuuttt... I don't foresee a change to encourage grouping being put in place. Not classic, etc.

I think a combination of 1) in larger groups at least 1 person tends to think it's ok to slack off and/or afk a lot; 2) full leveling groups tend to form up in spots where a full group is overkill for the # and level available spawns; 3) full groups tend to have a very wide range of xp values, which really hurts the xp gain for the lowest xp members; and 4) full leveling groups too often hang out in zones like oasis, overthere, and dreadlands, where there may be an abundance of stuff to kill but where there is no good ZEM.

Everyone is much better off, imo, with small groups (3-4) or duo or solo, if the only thing you're concerned about is xp and not going insane because of shitty groups. Plus if you're doing small group or duo you still get the social aspect and friendmaking of the game.
100% agree with this post. Don't oversaturate your groups and don't group in non-dungeon zones unless it's something special like an AOE group.
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  #22  
Old 02-22-2012, 11:20 AM
Elements Elements is offline
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Originally Posted by Kender [You must be logged in to view images. Log in or Register.]
all the numbers mean precisly squat.

you are playing eq classic (or as close as there ever was that wasn't the actual eq classic)

what made it great? what drew you all back?

The one thing eq did better than any other mmo is create a sense of community. not enough mobs to add that 6th? screw that, come join us. 1 more person to chat to. one more social contact which might come back later with you being the 6th to be added.

It's the journey that's the most important. what's the point in being 60 with nothing to do because you were an asshat to the people you met along the way.
The numbers are there to guide a decision, not make it for you. If I had the option of adding a friend to the last spot even if spawn capped I would do so. I my group was asking me "the group leader" to pick up a 6th for the group xp bonus and telling me to invite the butt head monk who was training me the previous day, then hell no. I'd refer to the numbers first, and then to the fact that the guy is a butt head and everyone in the group would feel a lot better about staying a group of 5.

I also have to agree with those who mentioned full groups having members slacking off. Seems like having 6 people gaurantees constant afks and poor behavior.
  #23  
Old 02-22-2012, 01:29 PM
stormlord stormlord is offline
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I did some googling and found the following...

http://www.guildportal.com/Guild.asp...opicID=1241228

According to that link, the old exp distribution (someone else mentioned it was installed during Velious) was a max of +20% with 6 people. The new exp distribution (installed either during 2003 or 2005) was a max of +80% with 5 and 6 people.

Here is another link about the older exp distribution (Velious):
http://everquest.allakhazam.com/edit...rs_letter.html
Quote:
This bonus is applied to the total experience reward for killing a creature prior to distributing it to the group.

Many people have pointed out that when killing in a group you get less experience per kill. This is of course true, but what is often missed is that you can kill many more creatures, and creatures of a higher level when in that group. For instance, a good two-person group should be able to kill things of a higher level over twice as fast as a solo person should. Now, we're going to give them even more of a bonus for doing so, AND make it easier for people to find pickup groups on the basis of getting higher scaled bonus.
So when we're judging the bonus we will get, we must also carefully consider HOW the classes combine together to perhaps increase the killing power or survivable of the group.

Personally, I can see the logic there, but it isn't as clear as I'd like. A rogue obviously benefits from a group because he/she can backstab. A rogue also doesn't make a great tank. But what about a ranger? Disregarding the exp penalty, the ranger's dps doesn't increase noticeably while in a group. However, a ranger isn't the best tank, so they could get a bonus by grouping with a knight class or a warrior. Neither is a ranger the best healer, so having a better healer might speed things up. It might also be possible that with each level increase in the creature you're attacking, the expereince you receive is roughly exponential. This means that attacking someting with a higher con might be more effective, if you can handle it. Beyond these obvious points, I think that EQ creatures do not parry or dodge or block when you're attacking them from behind. So this is something else to consider. But I still wish all of this was clearer. Grouping benefits shouldn't be so blurry.

Everything is relative, though. Sometimes it comes down to utility or raw numbers or just social benefits. And then there's hte issue that you might not know the zone so you group with someone who does.

I liked the exp formula on Shadowbane. In that, you would get the same experience per kill no matter who or how many you were grouped with. The exp you got was directly related to how fast you killed. This is similar to what they have on the progression server on live right now. I think it's a nice formula. In Shadowbane's case, there was a lot of plvling, since player lvl wasn't factored. If I remember right, they did cap the amount you could get per level (so lvling on high level creatures was very slow). Something like that might not work well on EQ. But I suppose it's not too far off from the mentor feature a lot of games have nowadays.

Once you know how the mechanics work it can also make the game less fun. For example, if you -know- you're getting less experience in a group than alone, it'll take some of the enjoyment away. It depends. I was a ranger for a long time and was well aware that I got exp slower often times in groups. Sometimes it was faster, but that was rare. But soloing can get very boring and grindy. Whne you're in a group, it's more dynamic.

Never forget to challenge yourself, or you'll get bored fast!
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Last edited by stormlord; 02-22-2012 at 01:56 PM..
  #24  
Old 02-22-2012, 01:58 PM
Grozmok Grozmok is offline
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Grouping is fun, you can't get it in other games (to the same effect as EQ) and to be honest if you want to be anti-social just go play WoW.

You can level yourself from 1-max level without ever having to talk to a single person. Hell, you can PuG your way through instances too.

Meh, I'm over it.
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