Increase exp gained per player kill [Warmode]
Posted: Thu Jun 18, 2026 5:57 pm
https://forum.turtlecraft.gg/viewtopic.php?t=20766
I quote "
Experience for Killing Players in the Open World
You now gain experience for killing a player, equivalent to the XP you would earn from killing two normal mobs of that same level. XP gain follows the same rules as honor:
Repeatedly killing the same target yields diminishing XP.
After 10 kills of the same player, you will no longer earn XP from them.
"
If this is still like that ingame, and will be present on the upcoming fresh pvp realm, the value of two normal mobs is a complete joke.
The amount should be increased noticeably to
1.match up the effort it takes to kill 1 player vs 2 mobs
2. You can kill mobs almost endlessly, finding and defeating a player happens maybe once a few minutes at best, realistcly once per 10min+
3. Exp gained value should be worth it and attractive enough to create an alternative way to lvl up opposing the default questing/pve leveling - for those who chose to - pvp players, in this scenario, the amount of 2mobs exp is completely irrelevant.
4. This is a core open world pvp issue described in my other post ( https://octowow.st/forum/viewtopic.php?t=431 ) where i stated that open world pvp happens as an addition while leveling, and is not a main reason, and that completely should be changed in 2026. You should be able to level up via other means than default pve aka quests and mobs kills, if you choose to. Battleground exp are another good example, some people prefer it that way
5. Creates an attractive reason for new potential pvp players that would be otherwise turned off by boring quest lvling and mobs grinding for the 19545489th time again at x1 speed
6. I quite honeslty dont know why im creating this suggestion, it should be a default well developed game mechanic by now in 2026. Proper exp gained per player kill that is worth it, good example is the recent project epoch, single enemy player kill at around your level, gained you an exp amount equal to completing a simple quest at your level
Basic change like that (and other core changes suggested in my other thread) would be the reason this server would have had more than a floppy few hundreads online
I think we all would prefer few thousands instead of 300.
Dont flop the fresh realm please
I quote "
Experience for Killing Players in the Open World
You now gain experience for killing a player, equivalent to the XP you would earn from killing two normal mobs of that same level. XP gain follows the same rules as honor:
Repeatedly killing the same target yields diminishing XP.
After 10 kills of the same player, you will no longer earn XP from them.
"
If this is still like that ingame, and will be present on the upcoming fresh pvp realm, the value of two normal mobs is a complete joke.
The amount should be increased noticeably to
1.match up the effort it takes to kill 1 player vs 2 mobs
2. You can kill mobs almost endlessly, finding and defeating a player happens maybe once a few minutes at best, realistcly once per 10min+
3. Exp gained value should be worth it and attractive enough to create an alternative way to lvl up opposing the default questing/pve leveling - for those who chose to - pvp players, in this scenario, the amount of 2mobs exp is completely irrelevant.
4. This is a core open world pvp issue described in my other post ( https://octowow.st/forum/viewtopic.php?t=431 ) where i stated that open world pvp happens as an addition while leveling, and is not a main reason, and that completely should be changed in 2026. You should be able to level up via other means than default pve aka quests and mobs kills, if you choose to. Battleground exp are another good example, some people prefer it that way
5. Creates an attractive reason for new potential pvp players that would be otherwise turned off by boring quest lvling and mobs grinding for the 19545489th time again at x1 speed
6. I quite honeslty dont know why im creating this suggestion, it should be a default well developed game mechanic by now in 2026. Proper exp gained per player kill that is worth it, good example is the recent project epoch, single enemy player kill at around your level, gained you an exp amount equal to completing a simple quest at your level
Basic change like that (and other core changes suggested in my other thread) would be the reason this server would have had more than a floppy few hundreads online
I think we all would prefer few thousands instead of 300.
Dont flop the fresh realm please