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IMCgames don’t want players keep building standard for party, most people always want best party setup and keep repeat it. So a lot of classes won’t be welcome to party because of meta=> IMCgames want to avoid this so they give you more exp if you play with strangers
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Give a lot of opportunity to make new friend
The dungeons aren’t hard enough for you but they are for others. You can’t make a statement that claims everyone is at your level of gaming.
During the closed betas I saw many people dying to rather easy mechanics.
This is the same for all games out there. It maybe easy for some people but it isn’t easy for others.
Without the bonus, it really penalizes new/unskilled players and those joining Solo Q greatly. No one is going to do solo Q if unskilled players turn the run into a 2 hour nightmare. The bonus helps to compensate for this.
If the run goes smoothly, that is a bonus amount of exp for joining and helping other players who don’t have any one or enough people to play with.
Once again, its fine.
well i just hope that a party can just queue to find the remaining slots.
ie. 2 friends in a party then queue for dungeon to find 3 more randoms and instantly go inside.
for me i really dont care much about party composition as long as there is at least 1 cleric class since their heals are % hp recovery. for tanking i think they can do it little by little if they dont get any tanker or linker with con build.
or simply make it 550% if its a premade since we have some people (me included) who have friends that can make a full man party.
i just really dont like bonuses that encourages you to leave your friend and do solo queue for higher exp rates since we only have 1~2 runs a day (if that is confirmed) for free users or 3~4 for token/paying users
You make a new friend, but can no longer play with him because you cant queue up as 2 people. Bye friend.
“inb4: Grind in open world”. No, open world grind sucks. Dungeons+exp cards=faster leveling
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Yeah. Especially with the awful low mob density in the overworld maps 
cant Q with friends in dungeones , cant Q with friends in pvp , noice.
well at least for dungeones u can walk in with your friend witouth the Q unlike pvp.
But why does it penalize beginners? A lot of people won’t bother looking for groups for optimal play and the beginners can go along with them. In fact, even with normalized xp I’m pretty sure the solo MM option will still be popular since it’s much easier to get a group going that way.
The ideal solution would be to allow 1-4 people parties to use the matchmaker (afaik you can ONLY queue up solo) but this is much more difficult for IMC to implement in terms of coding, so the easy way out is to just make it equal for everyone, or in the very least make the difference minimal. 400% v 600% is too much.
The cross-server party finder prevents making new friends because groups are full of people from other servers you can’t play with. Being unable to stay in the same group for another run with same server people is bad enough, since everyone will just leave and separate after the run, but with cross-server it’s impossible.
This type of dungeon finder encourages people to treat each other like NPCs because they’re prevented from playing together. It prevents communities from forming.
Having to form groups manually creates opportunities to get to know people. You can do more runs with them after the first, and when there’s no random finder it’s useful to have a big friends list and good reputation, so there’s an incentive.
Yay for being penalized for playing with friends!
you r 2 annoying actually
The current system is clearly just a rush for promote their unpopular matchmaking and need to fix.
I feel like imc leadership should watch this:
For a company like imc they should be keeping in mind “why” they are developing this game or any games at all.
I would argue that their “why” is (or should be):
We believe that meaningful interactions, rivalries, friendships, and communities can be made online. The way we create these meaningful interactions and communities is through virtual worlds which allow people all around the world to group together, compete, or strive together towards a common goal. By the way, our worlds happen to have beautiful settings and characters, amazing music, and a plethora of explorable content to enjoy with current friends and soon to be friends (or frenemies).
If they had this kind of philosophy, dumb stuff like what I’m seeing in OPs post wouldn’t even be possible…
NOTE: Obviously I’m being too idealistic and unrealistic with expectations for imc (or really any other game software company), but just imagine if there were more mmo companies that had that kind of vision.
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Yeah… sadly can’t help but agree, but if they had just kept in mind that games like this exist to be played with friends… we wouldn’t be dealing with dumb issues like having to solo queue for dungeons (to be paired up with random people) or not having a ‘mentoring’ system where friends with higher levels can play with lower leveled friends.
We instead might even have systems where grouping up with the same people would provide increasing experience bonuses the more you interact with them. Or different rewards for meeting, grouping up with, and chatting with strangers, etc. etc. etc.
If you keep the ‘why’ in sight, all these things become so amazingly obvious.
they probably wanna ofset the challenge of pugging by granting them more EXP
Then what if your server don’t have enough people to match with you for an instance? It’s nothing at all, no friend, no instance. When you don’t have enough players to do instance, don’t even think about make friend through instance.
Matchmaking system just need some adjustments by giving premade party lesser bonus if they use it.
When you have friends to play with you, you already have a lot of advantages compare to solo players. Matchmaking system is perfect to avoid players keep repeat most optimally party setup.
The best way to make friend with others is grind in outdoor fields. IMCgames should give outdoor fields more rewards instead of dungeon. They want people play together but the path they heading is just wrong.
IMC is against friendship, lol. No 1:1 trading, xp penalties for playing duo, it’s ridiculous.
Yes …yes it is. No idea what they are thinking
You state that dungeons are soloable? If we bring 5 people in the same dungeon, does it get any harder? if not, there is no reason NOT to use the queuing thing (other than being unable to play with your friends) because you should mow through dungeon so fast with 5 players, even with dogshit builds / gear
what about 4 player queue with 4 unique archetypes, do you get 330%
I think people are not really doing the math behind the 400% and 600%.
Keep in mind that its exp per time invested. If something is not efficient in farming for exp, you aren’t going to do it in these type of MMOs.
Also keep in mind that we can see how well PUG groups do in instances because instances are generated for each and every individual party. The time is logged and their individual party members are also logged. This is what Beta Testings are for. The 400% and 600% were more then likely drawn off these logged entries.
400% versus 600% would indicate that PUGs finish dungeons slower then Premades. Meaning the time efficiency for exp is better in premades and pointless in pugs if kept the same. This would also fit the norm over the last 2 decades that PUGs finish dungeons slower then Premades.
Without the bonus, no one, especially those who understand about exp per time, would run a dungeon with PUGs in a game where we have countless levels to obtain.
Once again its fair.
