Another good way of ensuring a fair exp split would be to take account of
the time that each person has been engaged with a mob- that way if a warrior
has been slogging away for 5 minutes, and a caster comes in an nukes for
over half the damage, the warrior will still either get all the exp, or at
least a fair percentage of it. I am sure there must be some sliding scale of
damage done versus damage taken versus time engaged that would ensure the
correct split.
-----Original Message-----
From: Daniel P. Sniderman [mailto:
slide@...]
Sent: 30 June 1999 21:54
To:
EverQuest@onelist.com
Subject: Re: [EverQuest] Survey....
From: "Daniel P. Sniderman" <
slide@...>
I have to comment that I decline to respond to the questionnaire because I
don't like the choices - it is too black and white...
I don't kill-steal - and I don't think it is in the spirit of role-play.
And I also don't think it "ruins" the game. I think that simply there are
"problems" with the code as it is designed to determine who gets credit for
the kill. I think that minor not drastic changes are in order.
Regardless - you are a bit out of date in that Verant has acknowledged the
problem and will be addressing it. They stated (and I'm paraphrasing) that
the current system is such that it rewards solo over groups and they want to
change it to tilt towards group - since their philosophy of the game is to
promote grouping.
The way I see it - the main problem is that it only looks at damage against
the mob and doesn't incorporate the damage that the players receive...
Slyde of Xegony
Level 18 Bard
----- Original Message -----
From: Avron <avron@...>
To: <EverQuest@onelist.com>
Sent: Wednesday, June 30, 1999 2:50 PM
Subject: [EverQuest] Survey....
> From: Avron <avron@...>
>
> I would like to urge everyone to submit your vote on the survey
> concerning kill stealing if you haven't already done so.. Please surf
> over to http://www.onelist.com/surveycenter/EverQuest
>
> - Avron - List Owner
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