#Comments on how characters receive experience in Multi-player

5 messages · Page 1 of 1 (latest)

chilly girder
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TL;DR: It looks like only the final kill stroke receives xp.
This is a very disappointing and frustrating xp distribution method for coop play.

Some details.
There was three of us in the game. New characters.
We roamed the map together.
We were mostly what I would call "in close proximity".
One of the players was much more frisky. Meaning he was taking the kill on the majority of monsters.
At a certain point I stopped killing entirely.
Mr. Frisky was level 3 and I was level 2 (at 40% xp)
I kept very close to the action.
Some time later Mr. Frisky was level 4 and I was still level 2 (at 40%)
This is a very disappointing and frustrating xp distribution method for coop play.

gleaming rivet
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I agree that is frustrating when playing in multiplayer together. Hopefully when they add more social features, like parties, this will work differently.

haughty hollow
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Agreed, I hope this changes. I understand that this is probably here to prevent my friend from buying me a new phone and then just idling in a town while I kill mobs and they level up (aka XP trading), but I hope they tune this. For example, one could add a proximity or AFK timer requirement over tagging mobs or getting kills.

gleaming rivet
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Pretty sure its just a limitation of this early pre-alpha demo and they'll have a proper group xp system later

gilded olive
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Multiplayer is still very much in an experimental state, let's hope this feedback reaches the team, they do tend to read it. Thanks for bringing up the point. I haven't played in any organized group yet. So good to know.