fuzzydunlop wrote:Guess I'll be the outlier and argue combat XP should not be shared (I'm not expecting to be popular, but I'll present my case regardless)
In general, lets say you get XP for doing things in the world (picking locks, disarming bombs/traps, hacking terminals, healing characters, finding secrets, "winning conversations", etc.) In all of those scenarios, shouldn't the character doing the action get the XP?
Here are the scenarios/reasons I don't like "sharing":
If you share equally, then whats stopping you from boosting a weak character's combat level by grinding with a high level characters while (he/she) cowers in a corner? Also, how would this work if I split up my party, do they share XP even though split up party members are in no danger?
If you share based on damage output and one party member goes "Full Auto" all the time and chews through clips like popcorn, they aren't doing anything skillful, so I don't like that one either.
I'd propose that the NPC that kills something, will get it's XP bounty. Just like if they successfully picked a lock, they'd get an xp bump. Can this system be abused, yes, but I can't think of any perfect system of sharing, and at least it's consistent. Besides, I like the idea of having an asymmetric party, (some people will excel at combat, maybe others not) Perhaps you need to recruit/escort a scientist (who is in your party) through some dangerous territory, should he get combat xp for doing nothing? Each person can have a specialty (just like in reality) and each person should be incentivized and rewarded (xp) for doing their job well.
I hope perks play a major role (in addition to Levels/XP) in WL2, unlocking "Perks" could incentivize not just by level grinding, (a la jumping up and down in Oblivion) but by accomplishing things (i.e. you got 20 critical hits with a rifle, you unlock a "sharpshooter" perk, you did 1000 damage with Golf Club, you unlock a "Fore" perk, disarmed 20 IEDs unlock a "Hurt Locker" perk...)
Just my 2 cents (Just realized I'm kinda agreeing with @Inca)
Well, thing is, if you lockpick then I hardly think the entire party is gonna stand over his/her shoulder and go "Soooo what'chu doooing? >:3 "
So those things are more personal moments, you, a lock, dim lights in a blood-stained corridor, lovely.
But in combat, well, the entire party "has" to engage, not talking about gameplay terms but in realistic terms, if you are with a group of people and you get attacked then I doubt 3 of your group is just gonna continue eating canned pork, no they're gonna act, whether it's to hide, take cover, run or whatever they're still doing "something", and for that they should earn experience.
This new dude in our kitchen at the restaurant I work at was helping out with the dishes and he was gonna put a tin-plate in the uhm... Machine-Wash`? And I showed him that if you put two of them in there with leaning on the side a little then both get cleaned and you can cut corners and have time for other dishes.
Through him watching me he gained experience, just like how I watched others dish and gained experience of washing dishes (which is the key to the question of what is the meaning of life).
In battle, even if the other's don't perform the killing shot they still gain experience from the situation.
If I fire a gun and I fail miserably I still gain experience, I learn through trial and error, I learn from the mistakes I make, how to "not" make them, maybe in behind the scenes a party member tells me some tricks and tips after the battle is over on how I can improve and what I did wrong.
Could probably be applied to other things to, failing to pick a lock could earn 5 exp. (Can't be exploited though as the lock will either open or jam if you push for it long enough.)
Picking locks, forging letters, by-passing electronic locks et cetera are all personal moments, the entire party is not gonna sit on his/her shoulders while they do it. But combat? That involves the entire group and the entire group gains experience from either actions or watching others.