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It wouldn't show up over monster's heads all the time, it would only show up when you mouse over the chevrons in the monster's portrait.
I think that would be a good idea too, if a bit inorganic. I mentioned above that I think players should be automatically be placed in LFG when they finish...
Your observations are on point, but we're here mainly to watch the cake being baked, not just to eat it.
Regarding armor, some armor stats require you to be in a combat stance to have any effect, and you don't get all your specialization-based equip weight at level 6, instead that represents...
The chev tooltip would say "Grants X% for a solo kill, Y% per player for a party of 2, Z% per player for a party of 3...etc." to all players, solo or not.
Not sure what this means, I'm proposing to give additional info only on the first map. You'll know you're making progress when you're making progress, as always. The extra introductory info is just to let new players understand their options.
I don't think the game is particularly dangerous...
Metagamers generally have no trouble determining exact values on their own, through online guides or datamining, and will gatekeep their groups no matter what. Nothing you do to the UI will stop them.
On the other hand, no matter how clear or unclear the party EXP UI is, it doesn't matter if the...
But new players would not know that grouping gives bonus EXP if there's no obvious incentive to group up in the first place. The party bonus tooltip is also rather vague.
In fact, they are actually be incentivized against grouping up, because the gathering system is such that group members with...
In most MMOs early game leveling is based on solo play. Following that training would likely result in players bouncing off after grinding 1-chev enemies for hours.
If the tooltip for the chevrons could detail the exact EXP reward, new players would be more clearly incentivized to join parties...