ReturnOfReckoning wrote: Sat Nov 12, 2022 3:16 pm
Group XP/Renown/Influence
The way XP, Renown and influence is split among group members has been changed to encourage grouping up. Previously it was split
<amount> / <members>, this has been changed to
<amount> / (<members> ^ 0.75).
So for example the split of a kill that would have given 600 renown total in old vs new systems:
- 1 member: old 600, new 600
- 2 members: old 300 each, new 356 each
- 3 members: old 200 each, new 263 each
- 4 members: old 150 each, new 212 each
- 5 members: old 120 each, new 179 each
- 6 members: old 100 each, new 156 each
Note that this only applies to renown that is split between group members. Static renown granted to players is same as before, for example zone locks, BO captures, end of scenario ticks etc.
Wait, so now you get more renown for hiding in a group/zerg? Makes no sense at all lore-wise, and this just serves to negate AAO modifiers. You know, the modifiers that were put in place to try and equalize the population. Guess population balancing is out, better start working on a login que if you don't want the game to turn into a one sided nightmare...
edit: Just wanted to add a quick note on one of the dye changes that I've noticed so far - Iridescent Cardinal Red somehow got broken, possibly when you removed the regular Cardinal Red. It now dyes things a greyish white color, where before it looked pretty much the same as Cardinal Red. I'll update if I find any others.