Date: Nov 19, 2012  |  Written by Laura Hardgrave  |  Posted Under: Buzz  |  DISQUS With Us: 5 comments

Over the weekend, one of the popular topics on the official RIFT forums and in-game was the topic of mob tagging in Storm Legion. Trion has finally taken the first step in doing away with the old school “tag a mob first and grab all the rewards” system and now players are able to share experience, coin rewards, and quest progression on mobs they didn’t originally tag. Most players enjoy the new system, which essentially allows players to work together to defeat mobs and quickly complete Carnage quests and gain extra experience.

The downside, however, is the fact that since experience is split equally between all contributors of a mob kill, it actually becomes more efficient to throw up a weak DoT on a mob someone else is killing, remount, and continue finding something else to kill (or throw more DoTs around). According to some players, this kind of invalidates the whole “players working together” image that Trion most likely had in mind.

Elrar took a moment to clarify how the system works on the forums:

Originally posted by Elrar (Source)


I want to clarify how the new tagging system works with some additional information -

With Storm Legion you’ll notice mobs are no longer “owned” and multiple players can contribute to the fight and get credit for quests as well as some XP.

What we realize is unclear is how that XP is divided so I wanted to take a minute to break it down.

As some of you’ve pointed out – XP is shared for the monster, in fact it works exactly as if you grouped together.

Now when a monster is killed it divides its base XP & coin along with a group bonus among those who contributed towards the kill.

We do feel removing tagging is a step in the right direction – but like any new feature we absolutely appreciate your feedback as we observe how it impacts your experience.

First off, I think it’s safe to say that most players definitely agree the new system is a step in the right direction. One possible next step might be to actually make the amount of experience dependent on damage done or time spent attacking a mob. Another option is to allow quest progression to be shared, but not experience. Alternatively, Trion could open the system up even more, and allow players to assist one another with buffs and heals while not partied. This might encourage players to stick together a little more, and discourage the whole “tag and run” system that is currently popular.

What do you think of the new tagging system? Is there room for improvement or has Trion nailed it?

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  • http://www.facebook.com/kizzle32 Kyle King

    I thought I had noticed that the amount of damage I do effects how much XP I get. If I pop in and do an instant cast when a mob has like a sliver of life left so I can get credit for a carnage quest, I get less XP than if I am killing it with 2 other people from the beginning of the fight. It seems similar to a Rift when you come in late and really dont do much of anything, you don’t get the same rewards as if you started from Stage 1.

    I for one have not had people doing the pop a spell and run. And if they do I really wouldn’t care. Seems most of the time if I am killing some mobs and people are around, usually we group up and start doing the carnage quests in the area. I like it how it is personally. Unless I am mistaken and I am not getting XP how I thought I was, that would be the only thing that would need changing if so. Amount of damage on mob = % of XP you receive from the mob or something like that would be fine. Its not like you get a ton of XP for killing mobs anyway. I mean hell I’ve been playing probably 5-6 hrs average a day since release on Tuesday and I am still only a 52 and 3/4. I’m not trying to get blast through content and get to 60 but I have been progressively going through the quest lines and doing most all carnage quests, hunt rifts, did a new dungeon, doing the onslaughts, crafting, etc.

  • Topher123

    I think the system is great. I haven’t really experienced the tag and run but almost all people I see usually stop and help kill the mob or they will grab other mobs and bring them back to stack all together. I really think this is a great fix and has really helped minimize the mob ninjas out there.

  • http://www.facebook.com/Drakkashi Daniel Christensen

    The issue with the old tagging system, and the issues followed the changes to the system are all issues which have to be addressed with a lot of thought. I find the new system is a much better alternative to the old system, and a tagging-fight nightmare were avoided on release (anyone remember the release of WoW: Cataclysm?)

  • Vorrac

    I hated the old system, especially during world events, where if you were in the smaller of two world event raids (which was nearly always the Guardian one (I’m a Guardian) on my server) you would get no reward for doing world events. So this makes me pleased.

  • MichelSardou

    Guild Wars 2 seems to have the best system ever. Xp is not divided but share as a whole and complete amount. Saying if you kill a mob solo you earn 100 XP, if you kill him with help of a guy wandering, both earn 100 XP. The only issue is that you need to do a certain % of dommage to gain XP.