anarchypark wrote:I know you guys are not cheaters.
but I've seen so many of them.
they invent every possible ways to cheat.
the result is what we have now.
our common enemy is cheaters.
It's sux when i couldn't play with friend 10 lvl below. but this limit exists in most games.
I could've suggested mentoring system or debolster in PvE but devs are probably busy so I wouldn't.

you'r actualy misusing the term cheater in a pretty bad way...
a cheaters is someone that use EXTERNAL mean to avoid a program limitation or interact with the program CODE to get an unintended advantage that is normally not achivable... a few example of cheat are wallhack (that give the ablity to see and shot trough wall) or speedhack (that give the ability to move faster than intended)
what people have been doing to quicken their level up does not take into account any sort of external mean, they were using the game by respecting the "program limitations and rules" (note that program rules are not the rules set by the staff but rather what the program allow to do without any tampering and without abusing system bugs)... thay couls at best be called exploiters... but even that would be a controversial definition such the exploting imply the abuse of a flaw in the program... and there was not really any flaw in allowing an high level player to party with a low level player and killing high level mob gifting part of the resulting exp to low level character that was just strolling around without doing anything ^^'
IMHO the best way to limit powerleveling... or at least make it a less optimal choice without splitting groups apart is to implement an HARD CAP on xp gain based on the character level..
what I mean is:
lvl 10 character gain 1000 xp (fictious number used for easy of exaplanation) from killing a level 10 mob alone and 500 (fictious number used for easy of exaplanation) if he kill it with a 2nd character assistance
lvl 40 characater gain 4000 xp (fictious number used for easy of exaplanation) from killin a lvl 40 mob and 2000 (fictious number used for easy of exaplanation) if he kill it with a 2nd character assistance...
with the old system a lvl 40 grouped with a lvl 10 character killing a lvl 40 mob would result in both characters gaining 2000 xp (fictious number used for easy of exaplanation)
by implementing the hard cap the result of the same action would become
lvl 40 character earn 2000 xp (fictious number used for easy of exaplanation), while the lvl 10 character earn 500 xp (fictious number used for easy of exaplanation), the same as if he killed a lvl 10 mob toghtehr with a 2nd lvl 10 character...
the result of this would be that the speed of grinding toghter with a same (or similar) level character would be actualy faster than doing the same with a much higer character killing higer lvl mobs because 2 character killing a similar level mob should be faster than a single charataer killing a similar level mob.
to supplement it a group exp bonus (this existed on live if I remeber right..) could be applied only if all party meber are within a fixed range (say 4 -5 level) of the MOB LEVEL (and not among the level of characters.... this could actualy allow a lvl 21 and lvl 26 characters to exp toghter targeting lvl 23/24 mobs but would not apply if the gap between party mebers become too big such as one member being 30 and the other being 40... even aiming for the middle would result in the mob being too low level for the lvl 40 character and resulting in 0 xp gain while aiming for higher lvl mob will result in it being too far from the lower level character and thus not triggering the bonus exp...
An alternative and actualy more functional but a LOT harder to implement would be to set xp gain from kill based on contribuition... with damage dealt, damage taken, healing done being factored in, this way for a character to actualy GAIN xp from a kill he would have to actively partake. This would completely cut off lvl 40 power leveling lvl 30- since those character would be completely unable ot contribute (a lvl 30 tank would be 1 or 2 shotted by a couple of lvl 40 mobs ^^' and the damage inflicted by a lvl 30 characer on a lvl 40 mob would be negligebele since most hit would actualy result in [block]) and would allow lvl disparity based on the actual system regulation (the system already have a lvl gap supression system where if the lvl gap between charater and mob is too high the result is either getting no xp or damage taken being increased and damage done being reduced)
but as said this type of solution would require a lot more work in both coding and balancing the contribuition requirement... this is especialy true for healers contribution since healers are not affected by the mob level... and at the same time if dps and tank are performing really well healing become less pressuring and would result in reduced contribution just because there was not much to heal and not because the character was slacking or beign afk ^^'