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
Spoiler
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Lo4f wrote:
Monsters gain +50% increased quantity for each player damaging them after the first (only applies once per player per monster).
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Mr_Cee wrote:
First, this would cut out all lucky hits with critical strikes (all one-shots)...

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.

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Mr_Cee wrote:
and further, even beside this, it would demand to attack the same monster for all involved players to take effect: to split up and fight against different monsters parallel - useless. (maybe a group of foes, or a boss and a archer and some melees...)

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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Lo4f wrote:
Monsters gain 10% physical damage reduction, elemental resistance, and critical damage reduction for each player in the party after the first.


Ok, I have no experience on this actually - could make it difficult to land a one-hit-kill even with crit.

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Lo4f wrote:
Why should splitting up (everyone attack their own mobs) be rewarded in a group setting?


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?
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Last edited by Mr_Cee#0334 on Feb 24, 2012, 4:04:13 PM
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Lo4f wrote:
@Progammer - I agree with your points about killspeed being a big factor. I assume anyone using leechers to increase drops would have adequate dps to make it worth their while. If you one-shot solo mobs might as well use that overkill for more drops by adding leechers.

The changes to end game mentioned in the manifesto would provide an alternate method of increasing difficulty to meet your specific build/gear, but alter nothing about the party mechanics that enable glass cannons to support leeches.

GGG's ffa loot philosophy alone is enough to discourage legitimate group play between strangers. Add to this some of the existing party mechanics:

*Your flasks don't refill unless you land a killing blow, meaning someone else is not filling up (think about how annoying it would be 'partying' with your own zombies if their kills did not refill your flask).
negative - defensive and balanced builds
positive - glass cannon

*Monster health increases for each party member.
negative - defensive and balanced builds
positive - glass cannon

*Monster damage output remains the same as you add party members.
negative - defensive and balanced builds (opportunity cost, don't really need that extra defense)
positive - glass cannon builds

and what you end up with is a game that favors pure damage builds that can solo farm full party maps. Why would these able players want to split that extra loot with a tank they don't even need?

Would increasing risk with added party members (ex. monster damage, additional auras) praise cooperative group play and deter using leechers (too much risk for a glass cannon)?


Now try a real (Hardcore) league, and all those points change place.
"That's how you die properly, Sailor Boy.."
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jawsofhana wrote:
Now try a real (Hardcore) league, and all those points change place.

Crying about lag deaths is real.
Last edited by Lo4f#2652 on Feb 27, 2012, 1:27:30 AM
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Lo4f wrote:


"Players have to stay within a certain proximity to gain positive party bonuses, but the negative party effects apply regardless"

was implemented to curb afk leechers, would this harm genuine party play? (just an example, not that it would stop leeching)

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
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.
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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