In many other mmos we dont have for instance separate instanced loot, exp etc...
But here we are in ESO, we are having everything personal instanced, Except exp gain, so for instance mob gives 100 exp upon kill: if we kill alone we will get all these 100, and if someone hits even for 1 little light attack, we are losing 50% of that mob exp.
Dont you think that it will be better to make instanced exp loot for everyone who hits a mob guys?
Especially when we have upcoming level cap increase? So everybody can farm without any lost exp.
Duplomancer wrote: »Yes, I understand. I have been playing MMOs for more than 20 years. ESO is the first of which that I have player where you get ANYTHING for tagging a mob, outside of group and not doing the most amount of damage or simply hitting it first.
You must never have played WoW. Tag a mob just as someone else runs up to hit it. They are forced to kill it. Only you get the loot.
trackdemon5512 wrote: »So you're thinking of the mob as a whole and you need to consider that each individual is its own XP and that's tallied constantly. If someone from outside your group comes in and gets a hit then they get XP for each individual enemy hit as they contributed. That XP gained is individually adjusted and boosted for the wherever the respective player is along the curve.
Now the game encourages you to group up by adding an XP boost for those in groups. That boosted XP is then divided. The efficiency of that boost drops after more than two players join a group but it's great in situations like dolmen farms where things die so fast that a single player can't really get hits in but members of the group can.
Now if you've ever seen a bot farm you can easily understand why everyone doesn't get full XP and it's split. The system could easily be abused for non-active players to sit around and accrue points without doing anything at all. You would have bot farm groups with CP and the ability to use passives like "Plentiful Harvest". You would have a market of players just selling absentee XP carry runs for new accounts and subsequently have a situation where getting an account banned has less of a consequence. Esp if the violator can just passively and quickly raise up a new character.
The system is balanced. Run in a group and you get faster XP but its cut down a bit and you don't have to do much work. Run solo or with another person and gain the maximum benefits. Otherwise move on from a location as XP farming isnt favored by the developers.
You run Skyreach because it's instanced and private for maximum monotonous gains. You run Spellscar knowing full well that any player can step in and ruin your mojo.
****Ugh I voted wrong. Your choices are poorly worded for a survey
What I mean is either we get full exp from the mob kill regardless how many players hit it, orrrr we must get portion of exp according to our damage done to it, but not like what we have today, if someone hits a mob exp is divided by 2. 50/50% even do you do 97% of hp damage