The suggestions Tristan has made for xp management are good ones. It would enable players more control over the level of challenge they wish to take on in game.
I've seen several posts above that suggest his group use the "Call for help" feature, and I've tried that in the past and would STRONGLY advise against it. My group of three used "Call for help" to avoid XP gain, and it was a hot mess. Very kind people kept stopping to help us, some losing their chocos, and we had to keep explaining that we didn't really need help. We just didn't want to gain XP, but we did want to cap a handful of our combat skills. We tried multiple areas to avoid the player population, but in the end, we spent a ton of extra time explaining that we didn't really need help when high level players would still show up and come in and one-shot the mob we were skilling up on. We felt bad for bothering so many people who just happened to be in the area.
Call for Help was clearly never intended to be an XP management tool, and if used that way, be ready to tick off a lot of people and spend most of your time in /tell explaining to other players what you're really doing.
Another side note on "call for help", once you use it, the AoE of the mob you're fighting will affect other players in your area, whether they've engaged the mob or not.
Again, for all of the good people who do actually try to come to the aid of adventurers in need, "Call for Help" is not the right tool to use for XP management.
I think Tristan's suggestions for a change in the game programming are very welcome as a solution to his group's XP management problem.

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