I assume the essential question remains why we do not reward the soloer more when the effective challenge is greater on his own.
No, the central question is what can be done to reduce soloing - and that requires an understanding on why soloing happens, so these are the things to be adressed.
Oh, I thought this topic was about XP. My bad, the title was a bit confusing.
Yes, it is... but the two topics are so much mingled that they are hard to discuss separately.
And yes, discussing the XP-gain of soloers (and small groups) should be given some more attention. But since i am aware of your attitude, i concentrated on the question on how to solve the problem of players who solo. So if a way can be found that reduces soloing in the first place or significantly changes the motivation to solo, that adresses XP-issues as well.
Imagine that you know a certain dungeon has a good spawn and you know that you are reasonable well able to handle it on your own. If two others then present themselves and inquire whether they can tag along, you would be left in the dilemma of choosing between the roleplay and the XP. Partially, what we want to do is avoid this dilemma.
antithesis: what you do is not necessarily encouraging teaming up for that dungeon. The XP-gain is the same then, the loot is divided. And if i am right here, in a dungeon that one player can handle alone, the XP-gain is close to zero. So taking more players along leads to even more players getting close to zero XPs. Can you follow me on this?
Then they could go to another harder dungeon or they could go further in. That's how it usually works I reckon, but even if it doesn't no one would have lost anything in comparison to each going there (or similar places on their own).
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Now we are back to the time-issue. And i found "going to a harder dungeon" is sometimes not that easily done as it is said. As for no one losing anything in comparison...
The XP-gain is the same then, the loot is divided.
But granted, teaming can be more fun and reduces the challenge (which is not always intended...)
XP gain is near zero still.
Soloing is not the REAL problem, it is a way for some to solve another problem.
But shouldn't we try to solve the real problem then rather than having even more soloing that now? That what was the point I tried to make in the prior post if you didn't notice.
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That's what i have been preaching here all the time in this thread... i just point it out at every occassion to discourage the usual mor... that does not notice and turns the threat in a rant over the evils of soloing.
The mechanism that punishes soloing beats soloers just as it beats small groups - and the latter even harder.
How? With all presented to you about the systems, I cannot see how you could reach that conclusion. In fact, from what I've observed, everyone who can just manage to gather three people in group (sometimes two is well enough) has little difficulty gaining enough XP to sate what the XP soft cap allows.[/quote]
The XP-gain is the same then, the loot is divided.
I'd say that the XP mechanism only discourage low level area farming, since otherwise, you might actually be able to gain some XP there on your own while you couldn't as a group.
Theory: Soloing occurs there, where the soloer expects a challenge that matches his own skills and where he expects the highest reward (XP and/or loot, or just fun). So these areas tend to be about 4 levels below where you want them to go. But on the other side, if a small group teams up, chances are high that they go to that very same area, because of...
The proximity issue you mention is relevant, but it is only there if you insist on being a high level character residing in a low level zone. From the Mist Camp, for one, there's a short travel distance to most high level areas. Perhaps we should do more to make other places attractive to use as base of operation for that point? Again, the XP mechanism isn't the culprit here.
Well, since the XP-system multiplies the reason to go to high level areas in the first place (besides a few other reasons...), the connection is there.
But you adress the next core question. High level areas are most of the time something where you need to go first. You do not play there all the time because most of the time you are alone there... or you always meet the same three characters there. That's a start you may say... but i still prefer the outskirts with newbies that i can help.
The server was built with roleplay in mind. Quite many manage to both go see the more exotic places and do more non-fight roleplay too. [...] Since we are primarily here to provide a scene for roleplay, I don't see that as stupid nor necessarily a problem - just as much effort has been put into facilitating roleplay in general, and it would be equally a loss if people missed out on that.
All of a sudden i realize that creating the areas may at first glance be more impressive, but that implementing the several systems and finetuning them may in fact be much more work... (no matter what one may think of some systems and their impact on role playing). But it is true - the mass of customizing in terms of additional or altered systems is something very special.
Well, you HAVE a point there, but i believe my argument is still valid. There is still much work invested in the higher level areas, i am sure - and who will see those areas? I Know the answer.