There is a new group/team experience system, which is more fair, and solved some problems in the old system. Back in the old days, players where able to boost their own characters, or characters belonging to friends, by giving them a super experience ride, in areas where that new character wouldn't normally be able to exp. Also, why shouldn't the large player that does most of the work get the most experience for the kill ? The following example shows how a team of 4 players gets rewarded for killing a large monster. The powerlevel refered to in the example, is the same powerlevel which is used to calculate the pk-range of players, and many other things. The following party teams up and kills the King of Atlantis, earning the team a whopping 1.423.423 experience base to divide between them. Group Powerlevel %PL/Group %XP/Kill Mods Team-Exp / Alone-Exp =============================================================================== Player A : 1980 (54%) ( 81%) 85% 2.132.999 / 2.633.332 Player B : 722 (19%) ( 28%) 50% 597.837 / 2.135.134 Player C : 892 (24%) ( 36%) 45% 743.026 / 2.063.963 Player D : 150 ( 4%) ( 6%) 100% 170.081 / 2.846.846 =============================================================================== Total 3644 (97%) (151%) 3.643.943 So, due to teaming up, and various experience bonusses, the team earned much more experience (total between them), than any one of them could have earned by killing the mob by themself. Most likely, the newbie and the two medium players wouldn't have been able to take out the king alone, and Player A didn't loose all that much experience by teaming up with his friends. The formula goes something like this. 1) Each player calculates his or her powerlevel, and get's a bite of the exp-cake corresponding to that number compared to the groups total powerlevel. So big players in a group would get more exp than the small players (only fair). 2) We don't want the experience to be divided equally, but rather give a small bonus for teaming up. Thus we add another half of exp to the experience gained. So a player that would normally gain 24% of the total kill, would instead gain 36% (24 + 24/2). This way, a team would end up earning more than the 100% of the total kill, but some of the experience is supposed to come from teamwork (if you need an excuse for giving out exp). 3) The players own modifiers are added later, when the experience is gained by the player. The other teammembers shouldn't be rewarded because one of the players had some special bonus.