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Teaming Up
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Post by
ScottCom
I'm not sure if it's just me or if everyone feels this way, but teaming up with a friend to quest and such outside of the LFG dungeon finder seems like it's dragging you down.
I know that when we have to find the cloth that marks that guy as a bad guy we have to find 2x as many, but that's not so bad. The real issue i'm finding is that the XP seems to be cut in half when we're beating people up.
Now I have a suggestion of how to fix this, and it's fairly simple. Make it so that when you team up with others you take a 18% cut to your XP gains, and if they are more than 10 levels above/below you, you won't get any XP from their kills.
So basically the way this would work is that if you are in a team with one friend, you will each be earning 82% of the XP you would have gotten solo, but since there's two of you, it's much easier. If there were 3 it would be 64%, 4 is 46%, 5 is 28%, which I am told is the current Dungeon Finder XP split.
Anything past the first 5 people would no longer diminish your XP gains, so if you're in a 10m Raid then you will be getting the same 28% of the XP if you were soloing it... which would be fun to watch.
Now the reason for this suggestion is that Questing from 1-85 is SUPER lonely and rather dull. Having a friend along would make that a lot more fun.
Post by
ScottCom
Oh, just after I posted this I thought of another fun idea, Team Questing.
The way that this would work is that the team leader is the only one who needs to get the quest and everyone else gets it automatically. So if I find the compass that leads to the burred treasure then everyone in my team can get credit for it as well. This system would work especially well with the new quest rewards system that gives out loot randomly and would also greatly improve the game.
Post by
hintofbasil
I completely agree with you.
The leveling process is very lonely and doesn't even feel like you are playing an MMO most of the time. It seems silly to have it be more beneficial to level solo than to do it as a group.
While there is LFG (which does not need an exp boost) it is hardly a social experience. You join the group, possibly a hello is said, then silence unless someone messes up badly. This is a terrible social experience for first time players.
I am a firm believer that a server where people know each other and have played in groups with each other makes for a much more satisfying experience in both the leveling and max level experience. This seems like a step in the right direction.
However with the introduction of queues for everything people seem very unhappy to actually have to communicate to find groups. If group leveling became the fasted method but did not have a queue function (or equally easy method to group up) I could see a lot of people complaining about this.
Post by
589397
This post was from a user who has deleted their account.
Post by
hintofbasil
What new
quest
reward system that rewards loot
randomly
? :S
http://www.wowhead.com/forums&topic=202736
'Dynamic Questing' section.
Sure it's not entirely random but I believe this is what he was referring too.
Post by
589397
This post was from a user who has deleted their account.
Post by
badbee
I used to regularly group with people whilst levelling, and still have a number of them either on my firends list or guildmates now. The reason I don't tend to do it anymore, and I level a lot of toons, is really down to the ease and speed of questing now. It's hardly worth the effort taming up anymore as quests are so quick and a lot of stuff dies in two hits anyway.
I think if you want to see more cooperative play at lower levels the only way to encourage it would be to make things tougher, that's unlikely to happen or go down well if it did.
Post by
ScottCom
I didn't know that the Dungeon Finder was at 28%, let me adjust that then.
If it was a diminishing of 18% per person up to 5 then that would make it 82%, 64%, 46%, 28% (minimum), which would make it so that teaming up is no longer a stigma for the game.
...It's hardly worth the effort taming up anymore as quests are so quick and a lot of stuff dies in two hits anyway.
This is true, but it's like you had said earlier where you used to team up with people back in the dark ages and it was so much fun and you made such good friends that you ended up sticking together years later. That's what I think the game is really missing, that camaraderie that we used to have back in the day.
The problem that I'm addressing isn't the ease of the quests though, it's that we're being punished for being social in an MMOG. It's almost to the point that it's just a MOG (massive online game). We've already dropped the RP of the MMOG, let's try to keep that second M in place.
ps:
And yes, I meant the spec-specific loot generator, not that quests randomly give loot. Sorry for that confusion.
Also, I adjusted the OP to reflect these new numbers.
Post by
773453
This post was from a user who has deleted their account.
Post by
ScottCom
WoW needs to take a page for City of Heroes and implement some sort of sidekick system. For those of you unfamiliar with sidekicking, (If I'm remembering it right) the game would essentailly scale your level down to match an appropriate quest.
You got that mixed up, that's the Exemplar system. Sidekick works in the other direction and would be horrible for the game (too easy to powerlevel)
The Exemplar system, where the high level is brought to the low level's level would be fine though, that way they can run content with friends and still have a little bit of fun. No XP for the high level though, but I think CoH gave them a bit more money from missions, something like that could be implemented I'm sure.
Post by
773453
This post was from a user who has deleted their account.
Post by
lonewarrior
How about giving the XP bonus for grouping. Thus your quest gives you more and the kills give you more. Then it wouldn't be such a drag.
The more the merrier.
group of 2-3 10% bonus
group of 4+ 20% bonus.
Post by
773453
This post was from a user who has deleted their account.
Post by
ScottCom
How about giving the XP bonus for grouping. Thus your quest gives you more and the kills give you more. Then it wouldn't be such a drag.
The more the merrier.
group of 2-3 10% bonus
group of 4+ 20% bonus.
I like the idea, but that would throw the whole game out of whack. Right now when you do a dungeon it's a bit harder because they have so many HP and hit a bit harder, so you need a good team. If we gave a 20% Bonus instead of the 72% cut you would go from 15-20 on the first dungeon. I only say that because I got bored once on a L15 Druid and ran through that first dungeon solo (took about an hour) and walked out at L19, almost 20.
The current system means that any team, be it 2 people or 25, will get 28% of the XP they would have gotten from kills. The system I am proposing would mean that it would scale depending on how many people you have, so if you decide to run a dungeon with just the healer and the tank, you could.
The thing that's keeping people from just kicking those who they don't want in the team for an XP bonus is the timer on kicking people and the LFD's automatic people finder. If a Tank/Healer decided to kick all of the DPS they might be able to (though it's unlikely), but they would just get new DPS people shortly after.
On the other hand, if you had a Paladin and a Shaman running through something like the Deadmines on their own, they would get the full credit. This system might even encourage some local teams getting together so they get more XP from the kills in a 3-4 man team than if they had to queue into the Dungeon Finder... but those teams would be few and far between since finding them would be a hastle.
Post by
Adamsm
There's already a group bonus(watch your exp gains next time you are in a group/dungeon)....and a raid minus.
Yesterday, while Beta testing Jade Forest, there were 3 other people around the Jade Witch; it hadn't spawned yet, so I quickly grabbed them and we all got credit. That's pretty much how I quest now a days; I don't really like questing with other people since I have my own style and I've killed people who have been group with me when I go for big packs. But if it's a quest mob that doesn't have the new 'everyone can tag' thing, I just grab up anyone standing around and we kill it, say thanks, then go our separate ways.
Post by
589397
This post was from a user who has deleted their account.
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