Originally Posted by
Lanhelin
Agreed. But the OP's suggestion to apply the -10% on death to the player only who died is a good idea too.
Though then there should be a social bonus additionally too: +2% XP per player in party the whole time the quest takes from entering the dungeon the first time until completion. So a 6 man group without any deaths would be rewarded with +12% XP. If someone dies, she/he only - and not the other party members - gets the remaining social bonus of +2% (12% - 10% death), so there's a penalty for death, but still a bonus for grouping. Hires shouldn't count, only players. If there are less players in the group, then in case of the death of a player - and for this player only - the social bonus either equals the loss (5 man) or does nothing (4 or less). If one solos, certainly no social bonus at all is granted. If players join the party much later, when it already has entered the dungeon, then these players shouldn't contribute to social bonus too, to prevent hopping in for the last fight only to get the +12%. So there should be a certain time slot, say all players who enter the dungeon within 5 minutes after the first player has entered, contribute to social bonus. If players get kicked from a party, the party also loses the +2% of this player. So also a Newbie, even if she/he dies multiple times in a dungeon, still contributes +2% to all other players.
Something like this would still reward players who didn't die, penalize death individually and reward party playing. Pikers will occur, but Pikers who just pike without asking whether it's ok or not, will be identified pretty fast I guess.
Edit: another possibility could be to make death penalty scale down with the number of party members.
Solo: -10%
2 man: -8%
3 man: -6%
4 man: -4%
5 man: -2%
6 man: no penalty