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Difference between revisions of "Team"

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(tweak....REALLY needs updated....)
(removing old stuff)
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*# Rewards from mobs defeated is always relative to a character's '''combat''' [[level]]
 
*# Rewards from mobs defeated is always relative to a character's '''combat''' [[level]]
 
*# Rewards from individual npcs defeated will be lower than if a player defeated that npc solo. npcs can be defeated faster by multiple players and balances this out.
 
*# Rewards from individual npcs defeated will be lower than if a player defeated that npc solo. npcs can be defeated faster by multiple players and balances this out.
*# Players must be in range level wise.
 
*#* No more than 9 levels below the highest player's combat level. {{red|see rule of thumb}}
 
*#* No more than 2 levels below the team's '''combat''' level average.
 
*#** The average is *usually* rounded down, and is computed based on [[Combat Level]], which is affected by [[Sidekick]]/Lackey/Exemplar/Malefactor.
 
*#* General rule of thumb: no more than 5 level spread.
 
*# Players must be in range distance wise.
 
*#* For city/hazard [[zone]]s, this range is approximately 225 ft. {{red|unconfirmed}}
 
*#* Sidekicks must be within their 225 foot "leash".
 
*#* [[Instance]] missions, anywhere in the mission (sidekick leash applies).
 
 
*# 30 second lag
 
*# 30 second lag
 
*#* Whenever sidekick situation changes, or someone joins who changes the level ranges, there is a 30 second lag where the old rules apply. This is loosely enforced and is only a generalization.
 
*#* Whenever sidekick situation changes, or someone joins who changes the level ranges, there is a 30 second lag where the old rules apply. This is loosely enforced and is only a generalization.
 
* Reputation
 
* Reputation
*# Reputation from PvP defeats in PvP zones is spread evenly between teammates in range (distance, not level(everyone is the same level in PvP zones)).
+
*# Reputation from PvP defeats in PvP zones is spread evenly between teammates in range (distance, not level, as everyone is the same level in PvP zones).
 
=== Level Pact ===
 
=== Level Pact ===
 
[[Issue 13]] added a feature that allows two players to share rewards evenly separate from the team that they are on. This is called a [[Leveling Pact]]. Please see that article for more information.
 
[[Issue 13]] added a feature that allows two players to share rewards evenly separate from the team that they are on. This is called a [[Leveling Pact]]. Please see that article for more information.

Revision as of 19:48, 29 April 2011

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Overview

A Team, also known as a Group, is composed of 1-8 players. These players share in rewards from defeats and missions. Players on the same team share a the Team Chat Channel and can quickly communicate using the /team command.

Rules

  • Experience/Influence/Prestige gain
    1. Rewards from mobs defeated is always relative to a character's combat level
    2. Rewards from individual npcs defeated will be lower than if a player defeated that npc solo. npcs can be defeated faster by multiple players and balances this out.
    3. 30 second lag
      • Whenever sidekick situation changes, or someone joins who changes the level ranges, there is a 30 second lag where the old rules apply. This is loosely enforced and is only a generalization.
  • Reputation
    1. Reputation from PvP defeats in PvP zones is spread evenly between teammates in range (distance, not level, as everyone is the same level in PvP zones).

Level Pact

Issue 13 added a feature that allows two players to share rewards evenly separate from the team that they are on. This is called a Leveling Pact. Please see that article for more information.


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