An idea to make roaming more rewarding
I don’t want to get yelled at for walking by and accidentally reducing someone’s rewards. This also increases the incentive for players to avoid helping each other.
That said, I don’t have any ideas off the top of my head. I want to see some other problems addressed (scoring visibility, for one) before I can really tackle how best to do this.
People need to unlock elites, roaming doesn’t provide that and roaming on a base class build you will get rekt by people running Elite builds, also if you run elite builds you end up ganking base builds.
I dunno tho, roaming to me the reward was the fights, getting into fights with equally skilled/levelled players.
….. And Elementalist.
This is complicated issue and not only about solo roaming. If implemented properly rewards based on players on both sides could help to avoid forming zergs and running around in big blobs only.
However, even the technical aspects can be challenging. For example, what is “near by”? If your large allies group draw away half the enemy group and fight them behind the wall, while you kill some solo enemies, is that solo fight or was it part of larger battle?
There is also problem that once your allies “reduce” rewards you potentially gain, you may start to actively hush away allied players. It is easy to forget in GW2, where even in PvE anyone running by can help you fight monsters, there is still pile of games using mob-tagging and in those games all other players are to be avoided.