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July 13, 2005
Grouping and Leveling Time
Server Sample: RP (High), PvE (Medium), PvE (High)
Sampling Period: 6/13/2005 9:00 am - 6/20/2005 9:00 am
Sampling Resolution: ~14 minutes
Parsing Method: The sample unit is leveling event. We tabulate the time between a character's level and when we observe them at a new level. Only a character's online time is included. We exclude the first leveling event from every character because it doesn't constitute the total amount of time to make that level.
Data Filter: None
Sample Size: 81,887 leveling events
How does grouping ratio affect leveling time? Does grouping more help or hurt leveling time? Of course, because we are looking at correlational data, we won't be able to pinpoint causality or directionality (or a third variable that isn't accounted for), but the data might lend support to either the "help" or "hurt" hypothesis and help us further explore the impact of grouping behavior on game-play.
We ran an ANOVA with Group Ratio and Level as the independent variables, and Leveling Time as the dependent variable. The effect of Group Ratio was significant (p < .001). The graph below shows that characters that never group level faster than those that do. Among characters that do group however, there is no difference in leveling time if they group a little or a lot.
To get a better sense of the faster leveling time of characters who never group, we calculated the average leveling time for characters who group more than 1% and compared that average with the leveling time of characters who never group. Below we plot the leveling time advantage of characters who never group over the levels.
Between levels 2-10, characters who never group make each level on average 23 minutes faster. Between levels 11-20, it's 40 mins per level. Between levels 21-30, it's 74 mins per level. Between levels 31-40, it's 130 mins per level. Between levels 41-50, it's 215 mins per level. And between levels 51-60, it's 293 mins per level.
We are probably looking at several variables interacting. Players who group more often probably are motivated to play for more social reasons than players who never group. At the higher levels, a lot of time may be spent helping fellow guild members. Another issue is that players who never group are probably playing more soloable classes. In other words, we're not making a pure comparison of grouping behavior.
Posted at July 13, 2005 09:32 AM
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Comments
Soloing encourages the most time-efficient way to level, which is to grind "green" monsters at a slightly lower level than yourself.
When playing in a group, the leveling rate is slowed by:
1) the least-skilled member of the party
2) higher-level characters reducing the amount of exp you get per kill
I think in theory if you have a party filled with equal-level and equal-skill characters, they could level slightly faster than any of the individual solo characters. But how often does that happen? Actually one way in which it happens is to have a complimentary 2-person party. For example, my paladin (high hit point, low damage) loves grouping with spellcasters or rogues (high damage, low hit point). We grind monsters at more than double my solo rate.
Posted by: Ed at July 20, 2005 05:30 AM
Just curious what is the lvl distance between to players to gain decent exp example, one player is 28 and one is 21 when will it be benifical for them to group and both get decent exp? Like EQ has 7 lvl diffrence
Posted by: Tar at August 23, 2005 01:32 PM
IMO, the biggest factor affecting leveling time when grouping is downtime that grouping incurs. Most people, especially high-level, don't group except to go to instances. You can't find a group for most instances unless you are in a very big guild (100+ active members) or in your capital (e.g. Ironforge for Alliance). So, say, you want to go to Sunken Temple at level 50. First you spend 10-20 minutes in IF yelling "50 warr LFG ST". Another 20 min trying to fill open slots. 10-15 min to travel from IF to the temple. Someone gets lost, someone does not have a flightpath in Blasted Lands, someone has to be summoned. All this time you're getting zero experience. That's a whole hour wasted just to get the group going for a 2-hour instance run. When the instance is over, everyone takes a portal back to Ironforge, and again you are 10-15 min away from the nearest 50+ zone.
Also, experience per hour while actually fighting in a group is normally lower than maximum XP achievable soloing, but that is a different story.
Posted by: Eugene at November 16, 2005 02:54 PM
I think alot of this study doesn't account for the fact that MOST people only group up for instances, or to kill one hard mob that can only be done by having 3 oe 4 people.
This risk vs. exp factor is too high on the risk side that I might actually get a bad groupie. So I only group with guild members (rarely), and when I group with people that are outside of my guild, it is usually only for a instance.
Posted by: ebombme at February 9, 2006 08:41 AM
I think the big jump in time advantage at higher levels is raiding for equipment. Solo-only characters do not spend time raiding. Grouping characters start raiding for end-game gear more and more as they approach 60. I hypothesize that a significant portion of the time difference at level 55+ is caused by grouping characters NOT working on leveling (gaining XP) but working on raiding instead (gaining equipment).
Posted by: SiddGames at February 9, 2006 09:09 AM
I'm curious how you correlated this on server population age. On my server, one of the older ones, established players who have no meaningful way to progress outside of raid hours (why spend 100 hours trying to get a modest item upgrade that you can vastly supercede in 20 hours of raiding?), but enjoy the actual gameplay of World of Warcraft (or so is my premise for the consequent:), and so level up alternate characters.
These alternate characters, as activities for off hours, churn rested XP, efficency, and twink factors (that is, they maximize game mechanic advantages provided by their superior experience of having already "played the game", and the difficulty of getting equipment is minimized - how much easier is it to kill that level 25 monster when you're decked out in rare items that a "real" level 23 player would most likely have one of, or have spent hours acquiring that the patron character only need minutes to raise funds for?).
My first character took 22 days of play time (~500 hours) to reach level 60. My second took 10 (~240) - and I, for amusement's sake, handicapped his leveling from 57-60 (so that number would more validly be 7). And that was a solo unfriendly character (in both class, and talent pick).
This independent variable - "Am I not the player's first character?" should wildly skew this data in all kinds of ways (and most probably, in favor of solo hourage).
Posted by: Release the dog at February 18, 2006 09:20 AM


