PC Building gives way too much EXP

I’ve noticed that friends who join a game where the rest of us are say gs 40, one of us with LL 3 or 4, and the new player gs <5 (and is a party member) and that new player starts looting as soon as he enters the game for the first time.....routinely gets higher end gear as would the gs 40 folks. That didn’t happen before A19. I know that Eye Candy and looter goggles don’t affect party looting, but wasn’t sure about LL.

 
I’ve noticed that friends who join a game where the rest of us are say gs 40, one of us with LL 3 or 4, and the new player gs <5 (and is a party member) and that new player starts looting as soon as he enters the game for the first time.....routinely gets higher end gear as would the gs 40 folks. That didn’t happen before A19. I know that Eye Candy and looter goggles don’t affect party looting, but wasn’t sure about LL.
The perk description pretty much confirms it

Adds 5% to loot bonus for containers that you open personally

 
Well, I guess I should have reread the A19 release notes. I was correct on party loot level, wrong on Lucky Looter:

“The loot quality for player parties is equivalent to that of the highest level player and perk effects like Lucky Looter are not shared. The only loot advantage is that parties face tougher opponents which have a higher chance to drop loot of better quality.“

 
... Are we really having this discussion again?

Loot is determined by the highest game stage of the party, but individuals get a personal bonus from Lucky Looter.

So while having a large variance in game stages across the party doesn't hurt loot, it can affect other things. Mostly some people may feel under developed for horde nights. Or it could just be a psychological effect of inequality.

In my small group of friends, we usually trade off the dedicated building duties per map but we do use upgrading to trade and maintain some sort of equality across the levels. Usually we try not to be more than 1 or 2 levels apart.

Which brings back my original suggestion that upgrading XP be a server option so that the players can choose whether they want it shared or not. I also think that shared XP should have an options to control the relativity of the XP, so a min and max range (instead of just a max) and a rate value that scales with the distance. Granted, I don't know how those additional math calculations would be on the performance, opposed to the simple 'if player is in range give X'.

 
I agree that building feels like it gives too much xp compared to everything else.  The thing you have to think about though is how long it takes to get all the materials together, to run them thru a forge and mixer to get them turned in to the material that you need.  After doing all of that you can definitely get a large chunk of xp but that can also be compared to the horde nights.  It's very easy for me to jump up 3 or 4 levels during a 15 minute horde night.  I wouldn't say that killing zombies gives too much xp though.  

 
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