This is a question on general MMORPG theory. I would like to hear from the AO community as well as the devs or reps on this one.
What is the rationale behind giving more xp to people who team than to people who solo?
For instance, if I can solo a mob and get 600 xp, how come 6 people can kill it and get more than 100 xp each, or any total xp more than 600?
From http://www.anarchy-online.com/conten...articles/2140L:As for "more fun" and "easier", well, those make sense to me. Hanging out with your buds is more fun and easier IRL, so it makes sense to me in-game. As for "rewarding", if that refers to xp (or even loot, I suppose), wouldn't it be more 'natural' to split loot and xp in such a way that each member of the team gets less? In other words, there's some given amount of xp involved, and a team has to split it up.What we never wanted to do was to make soloing more fun, more rewarding, and easier than teaming.... I still think teaming is more fun most of the time, and yields more experience points 90% of the time.
The increased xp for team members also seems to violate the oft-referenced "risk-reward ratio".
If the answer is simply 'because we wanted to encourage a social, grouping environment', or something along those lines, that's fine, too; I just would like to hear it in so many words from a dev or rep instead of guessing.
Thanks,
Geno
AKA Gordin