Party Loot Sharing in Hunting Together RPG: Classic vs Share
Hunting Together RPG parties can use Classic loot, where the highest-damage player gets the drop, or Share, which rotates item drops among members. Here is what each option does.
Inside a party in Hunting Together RPG, loot distribution can be toggled between two options: Classic and Share. The setting decides who receives item drops, and each option handles that differently:
| Loot option | Who gets the drop |
|---|---|
| Classic | The party member who deals the highest damage |
| Share | Item drops rotate sequentially among party members |
What Classic does
Under Classic, drops are awarded to the player who deals the highest damage. Damage output is the deciding factor, so the party member putting out the most damage is the one who receives the drop. If your group wants the reward to follow the person who contributed the most damage to the fight, Classic matches that idea directly.
What Share does
Under Share, item drops rotate sequentially among party members instead of following damage. Rather than concentrating every drop on one player, the rotation moves through the group in order, so members take turns receiving drops. This is the option for a group that wants drops spread across the party by sequence rather than tied to the damage each member deals.
Party size affects drop rates separately from the loot setting
The distribution option answers one question: who gets a drop. Party size answers a different one: how much extra experience and drop rate the group gains. A party can hold up to six players who share combat gains. Each member adds a 2% bonus to experience gains and item drop rates, reaching a maximum bonus of 12% in a full six-player group. The bonus therefore scales with headcount — fewer members means a smaller bonus, and six players is where the 12% cap is reached.
These work alongside each other. The loot distribution setting decides who receives a drop, while the per-member bonus determines how much extra experience and drop rate the party gains. Switching between Classic and Share is the choice covered here; the size of the party is what determines the 2%-to-12% bonus.
The level-gap rule and the experience bonus
One more party condition changes the numbers. If the level gap between party members exceeds 10 levels, the experience bonus drops by 1.5% to 5% per level, up to a maximum 30% reduction. The penalty is described against the experience bonus, so a party with a wide level spread can lose a large share of that bonus even while its members continue to share combat gains.
That makes the level spread worth checking whenever you build a group: a party that stays within 10 levels keeps the experience bonus intact, while a bigger gap starts reducing it on a sliding scale that bottoms out at a 30% reduction.
Choosing between Classic and Share
Decide what you want the setting to do for your group. If you want each drop to go to whoever dealt the highest damage, use Classic. If you would rather drops move through the party in sequence so members take turns, use Share. Both options are toggled inside the party, so the setting can be changed as your group's needs change.
For more on forming a group and getting value from what it earns, see the party guide, the monster drops reference and the gold farming guide.
Related Guides
Create or Join a Party
Form a six-player party, invite friends from the server list, switch EXP distribution to share, and understand party EXP across level gaps.
Monster Drops and Loot Control
See what monsters drop, what each item is for, and how Pickup Filters, targeting, range and pets keep the loot you want.
