I am not sure if this or something similar already suggested so I apologise before hand if it does.
I recently bought FFXIV's collectors box for ps3 and started playing it. There were interesting ideas in the game like your current class being determined by what you are holding in your hand at the moment (for example if you are carrying a sword in your hand than you are a gladiator for that moment if you take a pickaxe you become a miner etc) I doubt this can be used in a superhero MMO but I think it is nice to mention (I believe this is not the first game used this system either)
Second and more important one is how xp of a mob is distributed. First one who attacked a monster gets %100 xp and item drops. Others who attacked same monster gets their xp based on how much they helped for that monster to be defeated. So if player A hits monster first for %10 damage than player B drops that monsters remianing health by himself than player A gets %100 of tat monster xp while player B gets %90 (ofcourse most of the time player B does around %30 to %50) I think this system is good. It prevents kill stealing and if someone wants to help another player they can just attack the monster later helping that player gets good xp while they get whatever they did to monster. I don't know how teaming works yet since it is hard to type in ps3 and I am at the early levels of game but I feel like this is the best open world xp distribution I saw so far (since instances are usually created for team or that player only there is no risk of kill stealing)
Sooo.. do you think it shoul be calculated primarily by Percent of Damage inflicted?
Ok.. how much XP would a Controller or Healer get, just for Holding the enemy? or the Healer for -DeBuffing the enemy?
I like that idea, especially when dealing with multiple players that are not on a team. I think it would work in cutting down on kill stealing especially in populated one server worlds.
On teams of course, it should be the usual way.
Like I said I didn't played that game much but it clearly states how much another player contributes defeating a monster so crowd controllers and Healers gets XP too but I gues their calculations are based on how long monster is prevented dealing damage to others (via hold, sleep or other CC powers also this can be used for tankers too if a taunt power used on monster) or how much healing that healer does on other people that were attacking or being attacked by monster. Buffs and debuffs are trickier but once other calculated it can be set some numbers for them (how faster monster is being defeated for example could be a way to calculate buffers and debuffers XP rate so if it is defeated %50 faster than they may get %50 of XP if it is defeated %100 faster or half in the time required than they may get %90 XP and it raises from there)
Wouldn't this make it more efficient to solo near people instead of teaming with them? Which doesn't seem like the best route to me, I think CoX had a good way of handling it where each person got a percentage of the xp. It would be nice it it could be expanded to calculate for buffs/debuffs/controls etc.
Again like I said I didn't play much and don't know how teaming handled but there is a skill called limit break that can be only used in a team and there can always be some ways to encourage teaming like giving a teaming bonus to xp or drop rates. Also when you enter an instance teaming becomes more important since instances usually created for person or team only and noone else is in there so saying that this will make soloing more efficient than teaming is wrong on the other hand it certanily prevents kill stealing which still can be done by portion of XP system.
The CoH experience showed that whichever formula they choose there will always be exploiters so they will need to constantly monitor xp rates and tweak the numbers. In fact the CoH devs resorted to:
[url=http://massively.joystiq.com/2011/09/12/paragon-studios-introduces-marty-to-city-of-heroes-for-issue-21/]MARTy[/url]
y? because exploits are bad.
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I agree that we don't want to discourage teaming up. However, I agree there should be a mechanism in place for calculating experience based on buffs/debuffs/controls/heals etc. This often seems like a missing piece in MMO's.
I think the, Experience = Damage/Kills scheme could use some balancing to account for other forms of team/game play.
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To be honest, the best system I've seen is the one used in GW2. There is no 'kill stealing' (which I despise when I'm trying to complete quests as much as anyone) because you get XP and loot on individual tables. I never got screamed at for helping someone with a difficult enemy because whether I helped or not, they got their loot and XP and so did I. There was no griefing by way of someone camping a mob to tap it just before someone who came along needing it for a quest (a la WoW and other games). It worked the same for evey mob in the game... in dungeons, open world mobs, and the giant monsters that occasionally popped up.
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CoH had an xp distribution formula for non-teamed based assistance in defeating an enemy, so far as dealing damage was concerned. Teaming situations where different as xp was split throughout the team. It is part of why every AT had access to the ability to cause damage in some way.
There are very valid reasons for this. Enough so as to say its better not to than to do.
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DCUO has some kind of formula. I dunno how it works. Just that basically everyone gets the same xp and random loot drops for themselves. And the mishys that require you to defeat a specific enemy or amount of enemy. To prevent camping, everyone in that area gets the count towards their quest. And for the like I guess "world" enemies or whatever. You gotta do like i think at least 10% damage to qualify for the gain.
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I agree with KaosKitteh. The system GW2 has put in place really helps bring a sense of community to the game. People help out instead of just running past, and informal groups i.e. not actually grouped, can run around and complete missions together, and then go on their merry way without any problems.
I agree, too. Guild Wars 2 has the best open world experience/drop system. Teaming is useful for coordination, but players can easily help each other without teaming. Which really makes the community much more friendly, because there's no competition.
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