Pixiepumpkin wrote: »Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Tagged mobs are atrocious and only make players fight each other for the kill. Sharing XP and loot was one of the main improvements for me when switching from WoW to ESO.
I remember quite well standing around a rare mob or quest mob with 15 other players and only the ones tagging it the fastest would be able to proceed with the quest or get loot
I don't disagree, but correct me if I am wrong. In ESO you still do not get credit even if you attacked initially if the other player who comes along does most of the damage.
Just as of a couple hours ago, I was not getting any XP in a dungeon for mobs that I had tagged, that someone else nuked fast.
If what I have witnessed is true and ESO still has a form of "tagging" based on DPS, then I'd definitely prefer the wow system were at least I get something if I tag the mob.
ESO_player123 wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Tagged mobs are atrocious and only make players fight each other for the kill. Sharing XP and loot was one of the main improvements for me when switching from WoW to ESO.
I remember quite well standing around a rare mob or quest mob with 15 other players and only the ones tagging it the fastest would be able to proceed with the quest or get loot
I don't disagree, but correct me if I am wrong. In ESO you still do not get credit even if you attacked initially if the other player who comes along does most of the damage.
Just as of a couple hours ago, I was not getting any XP in a dungeon for mobs that I had tagged, that someone else nuked fast.
If what I have witnessed is true and ESO still has a form of "tagging" based on DPS, then I'd definitely prefer the wow system were at least I get something if I tag the mob.
That was not my experience. You might not get the loot from the bosses if you are not in the top 12(?) players, but you definitely get credit for killing. Examples: dailies count even if you did not get the loot from the boss. Endeavors progress even if you just tapped a mob. You can notice this during events at dolmens when it's enough just to tap a mob and see the XP pop-up.
Pixiepumpkin wrote: »ESO_player123 wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Tagged mobs are atrocious and only make players fight each other for the kill. Sharing XP and loot was one of the main improvements for me when switching from WoW to ESO.
I remember quite well standing around a rare mob or quest mob with 15 other players and only the ones tagging it the fastest would be able to proceed with the quest or get loot
I don't disagree, but correct me if I am wrong. In ESO you still do not get credit even if you attacked initially if the other player who comes along does most of the damage.
Just as of a couple hours ago, I was not getting any XP in a dungeon for mobs that I had tagged, that someone else nuked fast.
If what I have witnessed is true and ESO still has a form of "tagging" based on DPS, then I'd definitely prefer the wow system were at least I get something if I tag the mob.
That was not my experience. You might not get the loot from the bosses if you are not in the top 12(?) players, but you definitely get credit for killing. Examples: dailies count even if you did not get the loot from the boss. Endeavors progress even if you just tapped a mob. You can notice this during events at dolmens when it's enough just to tap a mob and see the XP pop-up.
I tagged mobs today that another player came along and 1 shot and I got no XP credit.


OK, I'll correct you: you're wrong. In ESO everyone who damages a mob gets credit. The amount of XP each person gets is increased if there are 2 people in the area doing the damage, and then decreased for each person beyond the 2nd (I don't remember by how much). If there are more than 12 people fighting something then only the 12 who do the most damage will get any loot, but everyone who hits it still gets XP and credit for the kill.Pixiepumpkin wrote: »Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Tagged mobs are atrocious and only make players fight each other for the kill. Sharing XP and loot was one of the main improvements for me when switching from WoW to ESO.
I remember quite well standing around a rare mob or quest mob with 15 other players and only the ones tagging it the fastest would be able to proceed with the quest or get loot
I don't disagree, but correct me if I am wrong. In ESO you still do not get credit even if you attacked initially if the other player who comes along does most of the damage.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
OK, I'll correct you: you're wrong. In ESO everyone who damages a mob gets credit. The amount of XP each person gets is increased if there are 2 people in the area doing the damage, and then decreased for each person beyond the 2nd (I don't remember by how much). If there are more than 12 people fighting something then only the 12 who do the most damage will get any loot, but everyone who hits it still gets XP and credit for the kill.Pixiepumpkin wrote: »Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Tagged mobs are atrocious and only make players fight each other for the kill. Sharing XP and loot was one of the main improvements for me when switching from WoW to ESO.
I remember quite well standing around a rare mob or quest mob with 15 other players and only the ones tagging it the fastest would be able to proceed with the quest or get loot
I don't disagree, but correct me if I am wrong. In ESO you still do not get credit even if you attacked initially if the other player who comes along does most of the damage.
OK, I'll correct you: you're wrong. In ESO everyone who damages a mob gets credit. The amount of XP each person gets is increased if there are 2 people in the area doing the damage, and then decreased for each person beyond the 2nd (I don't remember by how much). If there are more than 12 people fighting something then only the 12 who do the most damage will get any loot, but everyone who hits it still gets XP and credit for the kill.Pixiepumpkin wrote: »Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Tagged mobs are atrocious and only make players fight each other for the kill. Sharing XP and loot was one of the main improvements for me when switching from WoW to ESO.
I remember quite well standing around a rare mob or quest mob with 15 other players and only the ones tagging it the fastest would be able to proceed with the quest or get loot
I don't disagree, but correct me if I am wrong. In ESO you still do not get credit even if you attacked initially if the other player who comes along does most of the damage.
Hmm, that's not how I understood it worked, but I'm just going on how it's been explained to me and I've never bothered to test it myself to do the math, so you may be right.DenverRalphy wrote: »OK, I'll correct you: you're wrong. In ESO everyone who damages a mob gets credit. The amount of XP each person gets is increased if there are 2 people in the area doing the damage, and then decreased for each person beyond the 2nd (I don't remember by how much). If there are more than 12 people fighting something then only the 12 who do the most damage will get any loot, but everyone who hits it still gets XP and credit for the kill.Pixiepumpkin wrote: »Pixiepumpkin wrote: »The answer is simple. Tagged mobs. I can see bosses or world bosses no needing to be tagged, but small packs should be. It keeps griefing from happening the way it does in ESO.
Tagged mobs are atrocious and only make players fight each other for the kill. Sharing XP and loot was one of the main improvements for me when switching from WoW to ESO.
I remember quite well standing around a rare mob or quest mob with 15 other players and only the ones tagging it the fastest would be able to proceed with the quest or get loot
I don't disagree, but correct me if I am wrong. In ESO you still do not get credit even if you attacked initially if the other player who comes along does most of the damage.
I think you may be mixing up group xp buffs and multiple player xp distribution.
Suppose a mob gives 1000xp. 2 non grouped players each tag it before it is killed, then they split the XP (1000 / 2) = 500 each. Grouped players receive a 20% bonus. So in the above example, it would be (1000 / 2) * 1.2 = 600 each. 3 people non grouped would be (1000 / 3) = 333 each, or grouped (1000 / 3) * 1.2 = 400 each. The 20% bonus is applied to all players in the group, but even so the more players in the group, the less of an impact it makes.
But then grouping adds another element to the player's advantage. A grouped player doesn't have to tag a mob to get kill credit, they just need to be within proximity to any grouped players that did. So you don't need to be tossing around an aoe like arrow spray to tag everything around you to get credit as you just need to be nearby.
[edit] At least, that's how it works last I recall the breakdown being explained.
[edit2] Rephrased around the math as I got lost in my own logic a couple of times.
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
And casual players testing their newly maxed-out skills. And all kinds of players levelling up their subclassing skill lines. And the regular questers. And those who need the skyshard but also want some xp along the way. And all of them equally deserving the xp. Not one player is more deserving than the other.With the recent release of subclassing, the PvE areas, particularly public dungeons, have become crowded with high-level players testing out their newly maxed-out skills.
No. You want your own peace? Go to Skyreach, or BRP. Or any other instanced place.Dungeons
If you see a player engaged in combat with one or more enemies, please refrain from assisting them unless they specifically request help or are on the verge of defeat.
When fighting a boss, consider holding back on using your ultimate abilities. Allow others to tag the boss first. While I understand that the player dealing the most damage typically receives the loot, it’s important to let everyone participate.
Dolmens are chaos. You cannot control chaos. When some tanks use chains, it used to annoy me, too. But now I just embrace the chaos. Dolmens go as they go. Don't expect anything and you won't be disappointed.Dolmens
You gain more experience by defeating the mobs that spawn rather than rushing to complete the event. Please avoid activating or closing the four glowing stones as soon as they light up. We miss out on valuable experience if you do this. Let’s take the time to eliminate all the mobs until they stop spawning before closing the stones.
Additionally, please avoid using pull or knockback abilities, as they can be quite disruptive for melee players.
When I enter a dungeon, I always allow lower-level players to engage the mobs on their own. I might help out by tagging bosses or sending in my companion, but I usually stand back and let them take the lead.
This make sense only with the Alik'r Dolmens since those are activly used for farming... all other dolmens (and other world events) are not done for exp but for quest for them so it makes sense to get over with it asap...