Thanks for the comments.


Quote Originally Posted by Rentahamster View Post
There is an easier way to fix this problem.

*list*

This would require minimal work to achieve the same ends and give players more variety in the process. The first 3 points would be easy to do, and then all you gotta do after that is just boost mob count for all the other leves that no one ever does.
Please keep in mind that your last point is difficult to achieve - avoiding that approach is the reason why I suggested the solution I did. While the technical part behind adding an EXP Pool may be harder than simply boosting current mob exp rates, achieving the same end result is way harder with your approach, as you have to take care of leves on an individual basis, while also taking into account whether extra mobs can spawn or not.

Just being realistic here, I do not think they'll be able to correctly balance guildleves if they try to "hand-craft" the exp rewards.

It also doesn't address the fact that most leves you'll do will still be about killing mobs. By using the "Pool" system, you give the devs a lot of freedom in what type of leves they can make, and which objectives they can attach to them, as the exp reward will be good regardless because of the Pool. All that'll change is whether you get most exp during the Guildeve (because it's about killing mobs) or at the end (because it has a non-combat part).

Your first two points wouldn't be needed under the Pool system, as you'd truly want the reward instead of being "forced" to take it. I'm impartial on the third point, and I'm sure eventually they'll let us pick more than 3 leves per camp... so I won't comment on that.