I'd like to start off with asking this question: "How stable is the server these days?" (if the server is stable, then my following line of reasoning is viable)
With [Y] number of accounts being played, daily; and [Z] amount of MoB's to slay in the environment; how much [X] is there per pet breeder/leveler; where [X] is possible hunting space available? Once this question is answered the real question of 'what is a fair experience cap/reward' will be better answered. Ultimately, I believe we are discussing more then just how much experience a monster should grant. We are talking about multiple factors which might derive from the following thoughts:
1. Overall, IMHO, since pets can be a powerful asset, time should be a factor in their progression of power. More time spent on Pet growth should equal more power. (I'm not suggesting more power be granted to pets because of Kane's changes: rather, I'm suggesting that what Kane has changed-- in this patch-- actually justifies the Pets having the power they currently can achieve)
2. Consider the growth of the shard as much as possible when figuring this situation out. If the idea is to keep all the players happy-- at least at a certain threshold-- then this is a must to observe. (think of it like this, if there is no cake for me, why did I come to the Evolution party. In the end not everyone will be happy, but this is often a normal occurance)
3. Hard capping experience point values on MoB's is a potential problem starter. Min-Maxers and camping will Evolve here; not much else. Some camping will still occur, but the smart pet leveler is putting their money on more area covered equaling the best bang for their buck.
4. When possible, populate area's that are devoid of inhabitation with a more permanent resident. Even if it is a single creature, a route might be formed, from which players leveling there pets can be on the move. Thus, pet leveling isn't always about camping, but rather hunting for the best kills along a route. (Camping is bad, migration is better simply because it causes movement. Movement causes stimulation, and the rest is just a happy blur)
5. Pet + Pet owner relationships. We know what the pet is doing for the pet owner, but what is the pet owner doing for the pet, besides feeding it and giving it something to do? This line of thinking is probably the best way to consider how pets can manage to get any sort of boost to experience gain-- or other types of beneficial boosts--other then just being blah about it. (by blah about it, I mean: Meh... here just have this boost... boring)
A) New foods which grant the pet that eats them a bonus of some sort. Reasoning = the happiness of a pet is derived on many factors, but one of those is being feed regularly. Bonuses = Experience bonuses, elemental damage reduction, or even a boost to Pet SP. Anything might be possible with a little Kane coding. Since cooking would be involved, the addition helps this skill have a more solid purpose. In addition to that, several small quests might be added to obtain recipes: these recipes will need ingredients, which might be found on certain MoB's of both common, and high, difficulty levels. In the end a new economy will have emerged, and the shard Evolves. (I'd add a fullness factor to pets appetites, should this be added, since I believe a limitation on how often a special bonus can be granted to a pet should exist. Beside pets can have a tummy ache from eating to much)
B) Pet Gear Slots. I know I haven't seen it, but is it possible, and if it is then maybe the following: Gear might be added to pets via their health pull out bars the same way we can access our jewelry on our paper dolls. Pet gear slots might be the following categories: a ring or bracelet, a pair of earrings, a collar, or a set of pet barding. Since pets would be able to wear gear, should that gear be socketable. I think yes, but with less available sockets. (a pets level and specific attributes/stats should determine when and what kind of gear a pet is allowed to wear at any given time. This thought should also apply to the number of sockets the pets gear could have)
C) Pet Sockets. This should only be considered if pet gear slots is not a viable option. Pet sockets would be factored by the following features: the pets current max level, the pets current level reached, and the pets current attribute/stats set up. Since pets are an extension of a players power, I believe 1 + [pet slot cost] is a reasonable number of starting pet sockets available by default. The second part of this thought is the pets progression of power; at what level can a Pet owner have full access to these Pet sockets. Additionally-- and much like a bonus for doing a good job-- as a pet is leveled past its default threshold what bonus Pet sockets, if any, should be viable. (this last feature takes in to consideration any pets leveled beyond 30-- to a maximum level of 50) (Note: I am vague on additional information concerning this topic due to not wanting to speculate on what Kane can or will do. I'm simply trying to get a foot in the door, as they say)
D) Player Gear which is socketed with augmentations that grant bonuses to pets instead of just their masters. (this idea might be better served if it is in favor of granting a bonus only for the pets benefit)
6. Pet Power Progression. Should a skeleton always give 50 experience? Maybe the answer should be no. At some point the pet needs to move on and kill other things to advance a level higher. The same might be true about the opposite factor. If a player using archery takes down an ancient lich to almost nothing, and then their 10th level pet-- which can't solo an ancient lich-- gets in the final blow, should the full amount of experience be awarded? I think no, because it is fair to say the player certainly did all the work, and should get the experience for the weapon they are leveling, not the pet that they are leveling.
If this doesn't stimulate some conversation then I guess I wasted an hour and a half. Than again, maybe I just figured out an hour and a half's worth of things that were not viable for the topic. In the end it is still a win.
--Sturger--
P.S. should their be any flames, thanks in advance, they keep me warm at night as I dream of awesome adventures in EVO-UO.