How can GGG encourage group play while restricting abuse? (or is leeching fine?)
you're right maybe "proper" is not apropriate, but "smarter" tools... are they lacking of it?
don't you think that they need better and smarter way to respond to various threats granted by various players builds ? ... nothing Last edited by __Z__#6480 on Feb 24, 2012, 11:01:28 AM
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Spoiler
" " If a single character is able to one-shot group content that points to flaws in balance. Maybe: Monsters gain 10% physical damage reduction, elemental resistance, and critical damage reduction for each player in the party after the first. " It makes sense to me that players would work together to achieve their goals while partied up. This would also place everyone in close proximity (since they were all attacking the same enemies to increase quantity) to fight over FFA loot. Group of foes: All players would AoE Boss, archers, melees: Boss should last long enough that everyone gets a shot in. It would only take one leap slam for a melee character to tag a pack of archers after engaging the enemy melees. Bow and Magic users should have no issues hitting all the mobs due to the various AoE and pierce options available. Changing the quantity bonus to depend on participation would encourage coordination while in a party, and at the same time eliminate the abusive leeching situation. Why should splitting up (everyone attack their own mobs) be rewarded in a group setting? Last edited by Lo4f#2652 on Feb 24, 2012, 11:38:36 AM
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" Ok, I have no experience on this actually - could make it difficult to land a one-hit-kill even with crit. " To use a good strategy (as a mixed group) against the same good strategy of mixed groups of foes: -the boss serves an aura, the archer snipe from background, and the melees blocking and keep you busy... so on "our" side, wasnt it clever to take out the archers with a ranged char (bow/magic), to engage the melee mob with tanky chars, and to isolate the boss with magic/curses...? Every good skilled, specialized char could "have" the foe he best fits on. Why should my marauder jump (or run or whatever) to this group of archers, or even run afterward fleeing spitters, if my friends ranger could deal with them with no ease? invited by timer @ 10.12.2011 -- deutsche Community: www.exiled.eu & ts.exiled.eu Last edited by Mr_Cee#0334 on Feb 24, 2012, 4:04:13 PM
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" Now try a real (Hardcore) league, and all those points change place. "That's how you die properly, Sailor Boy.."
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" Crying about lag deaths is real. Last edited by Lo4f#2652 on Feb 27, 2012, 1:27:30 AM
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" The radius would have to be HUGE because I often find my party members who went in a side room I did not, or was fighting a boss I didn't notice, and the next thing we are not even on the map together. At least 1/4 the map would have to be the radius, and even then I don't know. Doing so would almost defeat the purpose of implementing a radius to begin with, and one smaller then that would actually deter me from ever partying with others because of the penalty fall out when they doddle. Balvuwwa - Ranger: Default
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A good solution for /players X is simple and already in place: Make all instances viewable and joinable by anyone (I.e. Cut-throat has this already)
This system worked for the most part in D2, you simply joined near population capped games and ran solo MF runs. As for XP leeching, I agree with the notion that you should have to be near the action to actually gain anything from group play. |
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Maybe include more mobs that are a hard counter to certain builds?
-attack speed aura -damage aura (could be exponential so the more you have the more you lose) Iron Maiden Mobs with rotating immunes. Immune to 1-2 dmg types for 2 secs then immune to something else -% move speed aura give some mobs whatever the corpse explosion spell is Enemies with a silence spell or aura. Could be that they supress spells at a distnace forcing people to be closer, or the other way around. Just some ideas ROFL_Meat | ROFL_Sorc | ROFL_Sausage Last edited by Gafgarion#0241 on Mar 1, 2012, 10:44:02 AM
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