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World Mob Difficulty And Team Play

Discussion in 'General Suggestions' started by Trickle, Aug 23, 2016.

?

Is this a good and practical idea?

  1. Yes

    50.0%
  2. No

    50.0%
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  1. Trickle

    Trickle Travelled Adventurer

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    This idea may be riddled with many negative effects, which I will address if anybody finds anything.

    Mob grinding is already as difficult as it is, and many people occupy the best grinding spots, rendering it almost impossible to gain levels in the higher spectrum of levels without any disputes between players.

    My suggestion is to increase the difficulty and reward of mobs in a specific area based on the amount of players present in said area. The increasing difficulty could force the players in the area to work together, and the increase in reward would evenly split up the experience gained from a larger portion rather than splitting up experience from the original, weaker version of the mob. //Areas that contain bosses or boss related mobs are unaffected as well as major towns

    The experience, health and damage done by a mob would be each increased by a certain percentage per extra person in the area.
    Ex:
    Zombie -
    XP: 10 >---+20%---> 12 >---+20%---> 13.2
    HP: 50 >---+40%---> 70 >---+40%---> 98
    DMG: 10 >---+30%---> 13 >---+30%---> 16.9
    (This is a bad example, I know, I just used small numbers for easier math. Stronger mobs would be impacted by these percentages more.)

    PROS
    • Encourages team play and for players to build a community
    • Makes it easier to grind at a higher level
    • Grinding spots usually seen as worthless can be used more efficiently by a team

    CONS

    • Higher levels can "bully" lower levels by easily killing mobs that otherwise need a team to kill.

    If you have any opinions or additions to this post, feel free to post down below and I will try to improve this idea.

    (Also, I don't know how areas and mob difficulty work, so I can only work out the logic behind it)
     
    Last edited: Aug 23, 2016
  2. Yuno F Gasai

    Yuno F Gasai Forum God, FW

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    Don't parties already do this? (Kinda)
     
  3. Trickle

    Trickle Travelled Adventurer

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    Parties give extra xp, but the mob difficulty and spawn rate is not impacted.
     
  4. Untitled Doc

    Untitled Doc 1 man robotics team

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    What about people AFKing in unsafe towns such as detlas (PMI).
    If someone led a bunch of mobs to an area.... they would instantly become pretty strong
     
  5. Trickle

    Trickle Travelled Adventurer

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    No, the mobs wont change because of the buff, only mobs that spawn after the increase in players will have this effect. In addition, major cities can have this feature disabled in their areas.
     
  6. Untitled Doc

    Untitled Doc 1 man robotics team

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    So say you get 60 people in Qira, kill Qira, then a new super buffed one spawns, and everyone except for 1 person leaves
    Now you have a Qira that is super difficult to beat
     
  7. Trickle

    Trickle Travelled Adventurer

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    Sorry for being vague. I meant non-boss mobs.
    EDIT: Also mobs that are part of the area of bosses.
     
    Untitled Doc likes this.
  8. Untitled Doc

    Untitled Doc 1 man robotics team

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    oh that makes more sense.
    hm i dont really care, since I rarely see anyone anyways
     
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