No more bonuses to exp/drops from team size


Eiko-chan

 

Posted

I am actually not to well versed in this subject, other then the loading screen telling me that teams get a better exp bonus and people telling me that it's better to get drops by soloing.

This is rather silly, since teams are encouraged by the fact that you can kill faster which gets you faster exp. Also it's silly for the drops to be different because now people can solo at x8 which means you're now penalized for teaming on the drops side.


 

Posted

The drops are not different for teams. Each time you or your team kills a critter, the game checks to see if the critter drops stuff (recipes, salvage, inspirations, enhancements; any critter could drop one, none, or all of these). On a team, the game then randomly assigns the drop to someone on the team.

Drops on a team are identical to drops solo. It's just that on a team you've got to share.


http://www.fimfiction.net/story/36641/My-Little-Exalt

 

Posted

Sharing and caring, it can be fun. I'll give you some when you have none. There's nothing more important under the sun than sharing and caring, it can be fun.

That commercial has been in my head for years.

Also. No bonus drop rate from more players... same drop rate per mob, just more mobs.
However, there IS bonus inf and exp... but I'm not sure if that is only with actual physical players or not.


 

Posted

The bonus inf/XP scales up with team members, yes, but it does not scale up linearly with team size. You actually get less XP/inf per kill on a team than you would solo, it's only because the kills are coming in faster when teamed that makes it popular.


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Posted

Quote:
Originally Posted by macskull View Post
The bonus inf/XP scales up with team members, yes, but it does not scale up linearly with team size. You actually get less XP/inf per kill on a team than you would solo, it's only because the kills are coming in faster when teamed that makes it popular.
And, you know, the whole human interaction thing? :P *Shakes fists at nooby MMs (Ones who buff only their pets) who are a disgrace to my kind*


 

Posted

Quote:
Originally Posted by Fleeting Whisper View Post
The drops are not different for teams. Each time you or your team kills a critter, the game checks to see if the critter drops stuff (recipes, salvage, inspirations, enhancements; any critter could drop one, none, or all of these). On a team, the game then randomly assigns the drop to someone on the team.

Drops on a team are identical to drops solo. It's just that on a team you've got to share.
And given how stingy the game is to begin with, sharing sucks.


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Farewell is like the end
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And there you'll always be
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Posted

Quote:
Originally Posted by kojirodensetsu View Post
I am actually not to well versed in this subject, other then the loading screen telling me that teams get a better exp bonus and people telling me that it's better to get drops by soloing.
This much is obvious.

Before we get any further let me explain what the bonus actually is and what it is not and why it is in virtually every MMO on the planet. It is not some mechanism that simply gives you more experience for an individual kill just because you are on a team. What the system does is provide a larger portion of the experience you would normally receive from that target than you would if the experience were evenly divided. With the system, when you're on an 8 man team, you get (iirc) 1/6th of the experience that you would receive if you killed that target alone. This means that the target is, functionally, granting 1/3rd more experience than it would be granting if everyone went out and killed one of the target on their own
(8 * (1/6) = 4/3).

If it didn't exist, there wouldn't be a reason to team with anyone that wasn't killing as efficiently as you do. Take 2 Scrappers for example (so we don't get into the complexity of buffs and contributed efficiency). One of them kills at a rate of 100 targets/hour, and the other kills at a rate of 75 target/hour. If they teamed up, they'd be killing 175 targets/hour. However, because they're teamed up and there is no "teaming bonus", they're each getting the experience they would get if they were killing 87.5 targets/hour. Essentially, the first scrapper is losing experience because the other scrapper isn't as good as he is. Now, let's apply a teaming bonus so that, when teamed, you get 4/7s of the experience you would get killing that target solo. They're still killing 175 targets/hour, but each scrappers is getting experience as if he were killing 100 targets/hour. The first scrapper loses nothing and, in fact, gains the benefit of having someone to talk to and pal around with while the second scrapper gets the benefits of having someone around to help him kill while he's there. Without it, skilled players would be penalized for teaming because other people aren't pulling the same amount of weight as them. With the teaming bonus to xp/inf, there is a reason to team up with people that are worse than you are because you don't need to pull as much weight as everyone else on your team just to provide everyone else with a benefit.

Quote:
This is rather silly, since teams are encouraged by the fact that you can kill faster which gets you faster exp. Also it's silly for the drops to be different because now people can solo at x8 which means you're now penalized for teaming on the drops side.
First off, the game isn't designed for people to solo groups sized for 8 individuals and people were doing that well before the current difficulty was added in (you just invited 7 people onto your team, spawned the mish, and then kicked them).

Secondly, just because you're on a team doesn't mean that you're killing faster to such an extent that you're actually getting more than you would be solo. Not everyone contributes the same amount, nor does every person with a buff always apply it, much less apply it to the target that will benefit the team most. Teaming does not necessarily equate to speedier killing than would be accomplished solo for each individual member. Most of the time, if there were no teaming bonus, Scrappers, Brutes, and other ATs that solo well would actually be losing experience because they kill stuff at quite a clip on their own and they wouldn't have 7 other people stealing their experience.

Thirdly, the game does not penalize the drop rate when you're on a team. The drop rate remains the same but the drops are simply divided equally amongst members of the team. There is no teaming bonus or penalty associated with drops. The only reason people say that you are penalized on drops for teaming is that there isn't a bonus to drop rates so that, if you're doing more than the rest of the team, you're getting less than you would while solo (as I demonstrated earlier on).


 

Posted

Quote:
Originally Posted by The_Coming_Storm View Post
And, you know, the whole human interaction thing? :P *Shakes fists at nooby MMs (Ones who buff only their pets) who are a disgrace to my kind*
Those other pets never stay when I tell them to. It's not my fault they insist on running out of range of my Traps.


 

Posted

Quote:
Originally Posted by kojirodensetsu View Post
I am actually not to well versed in this subject, other then the loading screen telling me that teams get a better exp bonus and people telling me that it's better to get drops by soloing.

This is rather silly, since teams are encouraged by the fact that you can kill faster which gets you faster exp. Also it's silly for the drops to be different because now people can solo at x8 which means you're now penalized for teaming on the drops side.
Just because some people can run in an advanced state doesn't change the status quo so that everyone else is being "penalized"

Takes work and time to get a character that can run at x8. Being able to reap the rewards of that are just.


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