Quote Originally Posted by ZephyrAM View Post
The suggestions all sound like interesting, valid options... but considering the massively larger amounts of SP that groups can already get over solo players, just doing things like this would only widen that gap and 'completely' destroy the solo game. As a game that's supposed to allow for either, they have to make sure that SP gained while outside of a team can at least remotely keep up with SP gained while in a team.

... of course, that's hardly even true right now XD. So we'll see how it goes. SP chaining for consecutively killing the same type of enemy can get pretty dull, but perhaps there are other options!
they need to reduce or eliminate those old methods, they are killing the game. I mean i can understand leve linking sort of, because if it wasnt there people just would not link, and repeat the quests over and over, but it basically creates a game where people only feel rewarded for doing the same leves over and over, and have not much desire to explore/kill in the open world.
Behest would be fine, if it was actually challenging. The other thing is, some of these types of bonuses could translate into solo play, with long fights and what not, If the chains are linked to killing fast, soloers will always be unable to compete, if its linked to other types of things, it can boost a soloists exp as well, though of course parties will get more benefits from more different types of things.

I think that party exp should be noticeably better than solo exp though, just as long as soloing isnt impossible or totally unfeasible. With a good party search system, you should be able to solo/explore while seeking or creating parties.