Party Experience Bonus
Posted: Sat Feb 05, 2022 7:34 am
So I was talking to some people on world chat about this, as well as some close friends, and wanted to bring it up as a suggestion, or at least as a topic of conversation, because I think it would make overworld play a little more enjoyable.
When a party plays WoW together, usually they're doing dungeons; questing or grinding together is often an afterthought because it means that gathering quests take longer depending on how many people you're partying with. To make matters worse, experience gained for mob kills are divvied up among party members, and often kill experience in large parties just doesn't feel rewarding.
What I propose is, to make overworld party play more enjoyable for everyone who enjoys grouping, why not add a small experience bonus per player who joins a party? You could start small and grow as you add more players! Maybe something like 5%/10%/20%/40%?
I understand that kill speed is a factor in these experience calculations, and I also realize that it *could* lead to people leveling much quicker in a group rather than solo'ing, but... isn't that what MMOs are about? I think we should do more to bring people together for content that isn't solely dungeons, pvp, or raids.
Now, I'm not wholly knowledgeable about how the experience split works in WoW, but I was under the impression that, if all players are the same level, fighting a similarly-leveled mob, they'd gain a base amount of experience that is then split among all players. So, in this instance, let's say that your team downs a mob that gives 300 experience, and you're in a party of five:
300 / 5 = 60. This would then be doubled to 120 with your rested bonus.
With my suggested changes, a party of five players would gain 40% additional experience, bringing that value up to 84, which would then be doubled to 168 when rested.
I don't see this as too striking of a change, but the numbers aren't set in stone, and could easily be modified until they're in a sweet spot that makes all players happy. My biggest concern is that it may drive more groups to run dungeons for experience rather than do overworld content together, which isn't necessarily a bad thing, but wasn't my intention when writing this up.
I enjoy questing in groups with random players. I enjoy grinding mobs with them, too. It shouldn't feel like I'm penalized while doing so in a full party because I have to collect five times the number of zhevra hooves while getting a fraction of the experience per kill thanks to the split.
When a party plays WoW together, usually they're doing dungeons; questing or grinding together is often an afterthought because it means that gathering quests take longer depending on how many people you're partying with. To make matters worse, experience gained for mob kills are divvied up among party members, and often kill experience in large parties just doesn't feel rewarding.
What I propose is, to make overworld party play more enjoyable for everyone who enjoys grouping, why not add a small experience bonus per player who joins a party? You could start small and grow as you add more players! Maybe something like 5%/10%/20%/40%?
I understand that kill speed is a factor in these experience calculations, and I also realize that it *could* lead to people leveling much quicker in a group rather than solo'ing, but... isn't that what MMOs are about? I think we should do more to bring people together for content that isn't solely dungeons, pvp, or raids.
Now, I'm not wholly knowledgeable about how the experience split works in WoW, but I was under the impression that, if all players are the same level, fighting a similarly-leveled mob, they'd gain a base amount of experience that is then split among all players. So, in this instance, let's say that your team downs a mob that gives 300 experience, and you're in a party of five:
300 / 5 = 60. This would then be doubled to 120 with your rested bonus.
With my suggested changes, a party of five players would gain 40% additional experience, bringing that value up to 84, which would then be doubled to 168 when rested.
I don't see this as too striking of a change, but the numbers aren't set in stone, and could easily be modified until they're in a sweet spot that makes all players happy. My biggest concern is that it may drive more groups to run dungeons for experience rather than do overworld content together, which isn't necessarily a bad thing, but wasn't my intention when writing this up.
I enjoy questing in groups with random players. I enjoy grinding mobs with them, too. It shouldn't feel like I'm penalized while doing so in a full party because I have to collect five times the number of zhevra hooves while getting a fraction of the experience per kill thanks to the split.