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https://forums.elderscrollsonline.com/en/discussion/668861

How much experience does one gain by grouping with other players?

Caroloces
Caroloces
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I'm curious about this. Last night I went into a public dungeon and people were running about killing baddies and generally having a good time, but everyone kind of soloing, doing their own thing. I enjoy the camaraderie of grouping, even if it is short-lived. It gives you an extra element of participation in the game when you can thank a player for helping out, or even have a brief chat. I put out a /say - anyone interested in group? One player replied, not really, which is fine - everyone has a right to play in the manner they choose. But the question popped up in my head: Why not group if more experience can be gained? You can still do your own thing. There is nothing that compels you to interact with the person you group with. You can leave group anytime you wish. If there is, indeed, a significant gain in experience, players can only benefit from grouping.

Personally, I'd like to see more incentives to group that are evident as you're playing. Again, I stress the point that every player has the right to choose to group or not group. Maybe the system is fine as it is, but I do believe more players would realize the benefits of social collaboration within game if the benefits were more evident.
  • cjmarsh725b14_ESO
    cjmarsh725b14_ESO
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    It's a whole lot easier to get loot, and I believe xp, if you're in a group rather than solo in those group dungeons. When everyone is AoEing down the mobs as fast as possible it can be tough to tag them with enough damage to get credit, but being in a group gives everyone credit all the time.
  • Cinna
    Cinna
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    Questing / doing solo dungeons in a group gives more xp thanks to more mobs getting killed. When I level my main with my partner, we basically tend to always outlevel content without ever completing zones. I am not aware of any straight bonuses involved, but when there are more then one player more area gets covered (we gather all nodes between us), mobs die quicker, more mobs get killed, and also, the xp of the group members' kills is awarded to all members based on proximity even if they didn't contribute. As a result, when I level my alts solo, I tend not to check every nook and cranny nor engage with unnecessary mobs, so I do need all the quests completed.
  • Caroloces
    Caroloces
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    Thanks, cj and Cinna. Cinna, what do you mean by nodes?
    (we gather all nodes between us)
  • Fi'yra
    Fi'yra
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    > 2 players (Same XP) - PVE - / 3 players, less XP - 4 players, even less XP (From what I've seen anyhoo)

    Dungeons - 4 players (Same XP+Boosted) Less players = less XP.

    PvP > Varies from how many players were attacking the enemy player -

    e.g > 1 player 1v1 = 200-800 alliance points, and probably the same kind of XP > boosted if Veteran.

    e.g > 4 players, 1v4 = (maybe 24-51 alliance points, same kind of xp)
    AD - PC/EU
    Get Wrobled
  • jelliedsoup
    jelliedsoup
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    You get 1000 for killing an NPC guard in cyrodil.
    www.youtube.com/watch?feature=youtu.be&v=Ks8_KGHqmO4
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    Personally, I'd like to see more incentives to group that are evident as you're playing. Again, I stress the point that every player has the right to choose to group or not group. Maybe the system is fine as it is, but I do believe more players would realize the benefits of social collaboration within game if the benefits were more evident.
    Thing is, this game is designed to prevent grouping.

    The single area where most players would love to 'group up' is the one area the game forces you to solo: Main Story and Guild quests, where the mobs are often stupidly over-buffed and on-level wins are the exception.

    The next area are dungeons, but ZOS nerfed those to the ground in their war with RMT and bots and so now there's no point in doing them, there are no worthwhile rewards (I've not SEEN a 'blue' off a boss since the nerfbat hit) and you're limited to one boss every 15 mins (or whatever the timer is now) so again it's a waste of time.

    On the other hand, Craglorn is group-or-GTFO, it's largely unsoloable by most players/classes and the VR zones generally are a PITA to solo .. go figure.
  • Cinna
    Cinna
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    Thanks, cj and Cinna. Cinna, what do you mean by nodes?
    (we gather all nodes between us)

    I meant that we gather all the natural resources, ores, flowers, logs, runes (these all can be called nodes, but maybe that use of the word comes from another game...). This per se does not give xp, but as two people are diverting to all directions in search of things to gather, we end up with lots more killed mobs than a direct quest focus would. And just to be clear, I am not stating anything about efficiency in terms of xp per hour, that's not how I play, what I am talking about is more xp per content covered.
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