Can we get a /players 6 command?

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jawsofhana wrote:
It is a loot issue. Nothing more, nothing less. And because of this, it can not be implemented fairly.


Ok, I'll bite :)

As it is you can already make party games with up to 6 players. Non of these has to participate in the killing, nor do they have to take their fair share of loot.

Come open beta, you can do this all on your own.

Give that, how is it unfair if there was a command that enabled a player to add virtual players to a game instance?

Also you do realize that you don't not have to scale drop the same as with real players.

I still fail to see the downside, I would even love to see this for party games - 6 guys could play, and to up the fun and danger they could up the difficulty with 6 more virtual players.
Still sane exile?
"
jawsofhana wrote:

Unfortunately, due to the fact that the only AoE bow skill which does physical damage targets an area on your screen, not outside it, your point is yet again mute.

All other bow AoE skills are elemental damage. Or will not instant kill you. Which means you survive if you pay attention.

1) every Skill can be AoE thanks to Multiple Projectiles Gem
2) even without Multiple Projectile you have Split Arrow and Rain of Arrows, yes Rain of Arrows can only hit on screen, but with Split Arrow or Multiple Projectiles you can shoot off the screen
3) with frenzy you can shoot 2 or 3 volleys very fast (read before taking the 1st damage), when every of that ~10-15 arrows hits one of the mobs with the aura on them thats pretty much reflect damage...Pierce (via support gem or passive) can make it even worse
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Btah wrote:
afaik you can't dogde damage that got thrown back, can you? That makes your argument a little invalid for dex/bow Chars and physical reflect imho
You can evade reflected attack damage, but not reflected spell damage.
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Mark_GGG wrote:
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Btah wrote:
afaik you can't dogde damage that got thrown back, can you? That makes your argument a little invalid for dex/bow Chars and physical reflect imho
You can evade reflected attack damage, but not reflected spell damage.
oh ok, nice, then that problem is gone I guess :D
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Btah wrote:
3) with frenzy you can shoot 2 or 3 volleys very fast (read before taking the 1st damage), when every of that ~10-15 arrows hits one of the mobs with the aura on them thats pretty much reflect damage...Pierce (via support gem or passive) can make it even worse
This is not the case, all the remaining damage from flying arrows is applied at the point the attack animation finishes, so it has already happened by the time you fire again, regardless of attack speed. The only exception to this, to my knowledge, is possibly in the case of lag in getting the damage packages to the client.
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Sickness wrote:
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WhiteBoy88 wrote:
With selectable difficulties, those playing the easiest setting will advance far more quickly than those who play the hardest setting.
That is absolute bollocks.
You lose all credibility if you propose that the easiest and hardest difficulties would offer the same rate of progression.

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sickness wrote:
I would gladly opt out from the ladder if I got access to selectable difficulties. I am sure many would do the same.
Every league in PoE is ranked. The entire game is meant to include this aspect, as it's a core feature of the game. I would bet heavily that GGG won't change this just for the sake of allowing another feature that would require even more development and testing time, when they already have a system in place to handle the concept.

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skizo wrote:
Come open beta, you can do this all on your own.

Give that, how is it unfair if there was a command that enabled a player to add virtual players to a game instance?
The fact that an exploit is possible doesn't mean it should become a feature. If anything, we should be making requests to disallow the exploit in the first place.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy#6717 on Jan 21, 2012, 4:11:10 PM
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Skizo wrote:
"
jawsofhana wrote:
It is a loot issue. Nothing more, nothing less. And because of this, it can not be implemented fairly.


Ok, I'll bite :)

As it is you can already make party games with up to 6 players. Non of these has to participate in the killing, nor do they have to take their fair share of loot.

Come open beta, you can do this all on your own.

Give that, how is it unfair if there was a command that enabled a player to add virtual players to a game instance?

Also you do realize that you don't not have to scale drop the same as with real players.

I still fail to see the downside, I would even love to see this for party games - 6 guys could play, and to up the fun and danger they could up the difficulty with 6 more virtual players.


Sure, you can still exploit the game. Someone will always find a way to do that. But at least it is a bit more work and harder to do than if it was a slash command.
"That's how you die properly, Sailor Boy.."
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jawsofhana wrote:
Sure, you can still exploit the game. Someone will always find a way to do that. But at least it is a bit more work and harder to do than if it was a slash command.


Because it is "hard" it is fair?

But something that is easy, and anyone can do is unfair?

I think you need to explain exactly why its is unfair (or not).
Still sane exile?
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WhiteBoy88 wrote:
You lose all credibility if you propose that the easiest and hardest difficulties would offer the same rate of progression.


It's nigh impossible to make them offer the exact same rate of progression, but there is absoultely no reason why the easier have to be far better than the harder.

Best availble rate of progresson should be in the the hardest setting, but it should require really stong characters and very experienced players to achive.

"
WhiteBoy88 wrote:
Every league in PoE is ranked. The entire game is meant to include this aspect, as it's a core feature of the game. I would bet heavily that GGG won't change this just for the sake of allowing another feature that would require even more development and testing time, when they already have a system in place to handle the concept.


Not talking about unranked leagues, just an option to remove your character from the ladder. That should be an option even if they don't offer selectable difficulties.


The system inplace does not deal with the problems.
If you had ever played a game with difficulty settings in addition to "higher levels = harder" you would know how well it works.

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jawsofhana wrote:

It is a loot issue. Nothing more, nothing less. And because of this, it can not be implemented fairly.


Ofcourse it can. Why couldn't it? Because you said so?

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