Exp-Share is too "harsh"?

Koriban

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Currently you're better off going in a group of 2 and lvling, or just soloing. Should encourage people to group by giving 3+ 4+ groups a small exp-share boost, especially to lower levels in the group.

Atm the exp system seems weird or broken, I've seen people lower lvl than me/diff classes get more or less exp randomly from mobs lol.
 

Turrican

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Currently you're better off going in a group of 2 and lvling, or just soloing. Should encourage people to group by giving 3+ 4+ groups a small exp-share boost, especially to lower levels in the group.

Atm the exp system seems weird or broken, I've seen people lower lvl than me/diff classes get more or less exp randomly from mobs lol.

i disagree with this for the following reasons, if you reward the same or more exp you'd get being solo while in a group, you open up a can of worms in terms of exp rate, with a group of 3 gaining similar exp as to playing solo, your killing monsters 3x+ faster (depending on classes involved like red/green poisons making it even quicker) which results in potentially 3x + more exp income per person.

This also has a knock on effect with boosting, currently you can boost someone 10-15x faster than them leveling solo, this is a huge amount in comparison to any other mmo games on the market where boosting is generally frowned upon with huge exp falloffs.

it also isolates the casual / solo player.
 

ziiid

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i disagree with this for the following reasons, if you reward the same or more exp you'd get being solo while in a group, you open up a can of worms in terms of exp rate, with a group of 3 gaining similar exp as to playing solo, your killing monsters 3x+ faster (depending on classes involved like red/green poisons making it even quicker) which results in potentially 3x + more exp income per person.

This also has a knock on effect with boosting, currently you can boost someone 10-15x faster than them leveling solo, this is a huge amount in comparison to any other mmo games on the market where boosting is generally frowned upon with huge exp falloffs.

it also isolates the casual / solo player.

I think it should be slightly higher exp for groups than solo to promote team play. However the ratio should be the same for 2+ people so that is doesn't get any better in a group of 6 than 2 but group is always slightly better than solo.

The other thing to keep in mind is that you hit a cap with mob density in groups and how far you have to go to get the next mob.(in other words you may kill 3 times as fast but it means the group also has to travel 3 times as far and so the travel time for the kills is 3 times higher than solo)
 

Turrican

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The other thing to keep in mind is that you hit a cap with mob density in groups and how far you have to go to get the next mob.(in other words you may kill 3 times as fast but it means the group also has to travel 3 times as far and so the travel time for the kills is 3 times higher than solo)
this isn't really valid in most private server due to players demand of spawn rates being quicker and larger, ofc this can be changed but where is the fun in running through dungeons which are sparsely inhabited (this also makes getting to KR's far too easy)
 

Scorpian

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You might want to double check the exp share as on heroes and DM2 it was funked.

It was listed as 100% 120% 130% 140% divided by group size n = 0, 1, 2, 3, but in actuality it went n = 0, 2, 3, 4, so a 2 player group got a share of 130% instead of 120%. Which might be why the share seems so harsh in larger groups
 
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d1craig

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I don't think the guy means you should each get 10k exp from a me that gives 10k exp solo.
6k would be a good share for a 2 man Grp.
4k for a 3 man grp. Etc
 

Nemo

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I don't think the guy means you should each get 10k exp from a me that gives 10k exp solo.
6k would be a good share for a 2 man Grp.
4k for a 3 man grp. Etc

Well I just tested, currently a mob of 10k exp, in a group of 2, gives 6.5k.. so, yeah spot on by those standards. :p
 

Koriban

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Well I just tested, currently a mob of 10k exp, in a group of 2, gives 6.5k.. so, yeah spot on by those standards. :p

Did you try a group of 3, 4, 5 and 6 as well? What were the results?

Perhaps it was fixed in the latest Patch 0.0.5 by Sam, but post the results regardless to make sure.
 
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d1craig

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Well I just tested, currently a mob of 10k exp, in a group of 2, gives 6.5k.. so, yeah spot on by those standards. :p

Well that's perfect. You get more for sharing. What is the problem then?
 

TheMasterGee

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Well I just tested, currently a mob of 10k exp, in a group of 2, gives 6.5k.. so, yeah spot on by those standards. :p
That looks pretty spot on.
What used to complicate calculations on some Mir variants was when a reduction of exp for mobs when a player is considered far too high a level than the mob they killed.
Don't even know if this still exists in newer Mir2 builds, but it made grouping of higher level and lower levels a bit different than 10k splitting to 6.5k each.