Anti-afk group xp issue

Ponden

Dalayan Adventurer
This is pretty straightforward. Ill be in say Eldenels' mansion. Ill sneak/hide on Ponden (rogue). Ill pull a mob with backstab and assasinate it.
My group gets no xp.

This has annoyed my group and really annoys me.

This is caused by some anti-afk grouping code so that you must have agro on the mob to get xp from it. I really dont know the full reasons this being added so I wont make any assumptions. Ive just run into problems with it.

Another example:
I made a new character (a mage) and I was grouping with a friend killing level 1-5 stuff. Like 60% of the time, I would send my pet to attack something and he would be killing something else or whatever (he wasnt afk), and My mob would die before he could even notice to get agro. And he didnt get any xp for it.
 
Yeah that code sucks. I think it was implemented as part of the anti-power leveling/anti-med-in-battle stuff... but it's really annoying.

The thing is, when your group is in combat, even if you're out of combat, it still tells you that you are in combat...so you can't bind your wounds or anything when pulls are coming. So exp should get distributed to the whole group whether or not they're in aggro range either as long as they're in the same zone.
 
The afk class is no longer necro. It is now bard!


Melody songs ftw!


Honestly, I like the idea behind the code as I hated afk xp leeches on live. However, I do see some downsides to this coding. If you assassinate a mob or you were the only one on the aggro list when the mob died, then you should get solo xp for it. That only makes sense to do it that way, and at least there would be an "upside" to doing it. I know this does not address all concerns, but it may help with part of the problem.
 
Spiritplx said:
The afk class is no longer necro. It is now bard!


Melody songs ftw!


Honestly, I like the idea behind the code as I hated afk xp leeches on live. However, I do see some downsides to this coding. If you assassinate a mob or you were the only one on the aggro list when the mob died, then you should get solo xp for it. That only makes sense to do it that way, and at least there would be an "upside" to doing it. I know this does not address all concerns, but it may help with part of the problem.

AFK exp leeches on Live were different. They literally took part of YOUR exp. Here the exp is not split like that so there's no harm to the group really. The times when someone gets cheated out of exp outweigh the times when someone negatively impacts their group due to being AFK. If someone goes afk too long, you replace them. At least there's a player controlled solution for it.
 
As a mid50s enchanter in Labyrinth, it happened a few times that I wasn't done with mezzing the adds before the first mob was dead (on large pulls). In which case I got no exp from the first mob. Even though I was mezzing his colleague only a few inches away.

(Sarmus, 57 enchanter)
 
kukov said:
AFK exp leeches on Live were different. They literally took part of YOUR exp. Here the exp is not split like that so there's no harm to the group really. The times when someone gets cheated out of exp outweigh the times when someone negatively impacts their group due to being AFK. If someone goes afk too long, you replace them. At least there's a player controlled solution for it.

I agree that it is different, but I am the asshole who gets upset when someone else is getting xp for doing nothing...even if it does not affect my xp. People should never be free-loaders. This system prevents them from getting any xp which makes me happy. Just my opinion.

The grouping xp on this server is amazing, and promotes grouping. I applaud the way it is done (soloing was just so much easier on Live since you did not have to mess with groups and soloing 500+ AA gets kind of old) and it makes me like grouping a lot more.

I think fixing the xp to be different while killing a mob "solo" may be a decent fix, but I do not really think any fix is that necessary.

Felyn
 
Spiritplx said:
I agree that it is different, but I am the asshole who gets upset when someone else is getting xp for doing nothing...even if it does not affect my xp. People should never be free-loaders. This system prevents them from getting any xp which makes me happy. Just my opinion.

So does disbanding them from your group. This system prevents people who deserve a share of the xp from getting any.
 
I just wish you could somehow implement something to make a character put up his afk tag if he hasn't touchd his keyboard in the last three minutes or say, and when the afk tag is up they do not get any experience and what have you.

That, in my opinion, would be a much better solution.
 
It's not really even an issue if someone is afk, has a tag up, and is getting xp. This is of no detriment to the group save for the lack of that person's help, which in normal circumstances is expected by the group. If they are afk and are intentionally being a leech, the leader can disband them.

It seems as though this code may be tied into getting xp for mobs you are factioned with, where you can downtime heal or FD near death as a monk/necro/sk and still gain xp but no faction hit.
 
GuiardoTuneweaver said:
I've had the same problem with healers if they're out of aggro range and med through a fight if nobody needed a heal.

have had this issue a lot in the past=/ i try to just toss a fast heal each fight just to grab exp usually.. ive noticed lately as long as im near the fight i seem to get exp now... but to be forced to cast a fast heal each fight kills the med rate=/ kinda hinders a group if they are rotating healers every fight or 2.
 
iaeolan said:
It's not really even an issue if someone is afk, has a tag up, and is getting xp. This is of no detriment to the group save for the lack of that person's help, which in normal circumstances is expected by the group. If they are afk and are intentionally being a leech, the leader can disband them.

It seems as though this code may be tied into getting xp for mobs you are factioned with, where you can downtime heal or FD near death as a monk/necro/sk and still gain xp but no faction hit.

You don't get xp for being FD when the mob dies.
 
On this matter : if you pull a mob don't try to assassinate it right away maybe ? I mean it's a little hypocrite(?) , we all know the rule is that people HAVE to do something (be it heal-debuff-dps-whatever interaction) to get xp. If you're fighting another mob out of even aggro range of the first mob, how do you expect getting xp for the first ? because you tossed buffs 5 mn earlier ? The system is good as it is, even if it's not convenient.

Btw on this next comment, the old thing about getting xp penalty when mob is "low hp" (by that it can mean just a bit less than 50%) is back since a while. Like I toss dots , FD to remove aggro, and if I do it when mob is about 20-40% or less I'm sure the group gets an xp penalty, while it's suppose to happen only when FD when the mob dies, like Tinikaa said.
I suppose this is another anti-exploit thing but really it means we have to FD before 50% and pray not getting aggro under that (or dealing less dps of course, that's an obvious aggro reduction). Are things staying that way ?

EDIT : just read that
have had this issue a lot in the past=/ i try to just toss a fast heal each fight just to grab exp usually.. ive noticed lately as long as im near the fight i seem to get exp now... but to be forced to cast a fast heal each fight kills the med rate=/ kinda hinders a group if they are rotating healers every fight or 2.
If you're in combat, you don't med faster by sitting down. Just keep your mana and go melee to help kill mob faster and get back to med faster, that"s my opinon ( and train those offensive/bash/melee skills in the mean time).
 
Spiritplx said:
I believe he was saying that the code is there to prevent you from getting xp but no faction hit.

Yeah, I don't know how big of a problem that is, I guess some people were abusing it though. Honestly when I'm pulling with my monk, this code is pretty much the most annoying stuff ever in an exp group. I have to wait until the mob(s) are all totally dead before I can start splitting or else I may lose out on my chunk of the exp. This just means more delays in between pulls.

Personally I think having the monk go off and start preparing the next pull and timing its arrival back at the group as the previous mob dies as an awesome skill that separates great monks from average ones, however, unless you're willing to take a big exp hit, you can't do this on SoD. Oh well.
 
Yes, I could just not pull with backstab. With my mage and my friends mage we could just disband -- make an adventure band and solo seperately. But its not ideal beacuse we cant assist each other due to assistance penalty

Im just trying to draw attention to the fact that it isnt perfect and so far it seems like a decent discussion.
 
Wiz said:
I don't think this code is really needed anymore, I'll disable it.

WOOO! That was annoying as hell when I would pull in random groups because the tank was lazy and we were monkless. Sometimes I'd end up forgetting about a few getting all the way back to camp, and the pet would one, killing its group xp.

YOU have gotten better at magechainpulling (236)!
 
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