Beta feedback The biggest problem of PoE-Leeachers

"
__Z__ wrote:
I think games will be better without any stat for MF...but i know that a lot of people like it...


not only by the players, its also an "easy" way for the devs to add a side stat to go for; and I see not much of others possibilities to replace it with others.

The thing with MF is, that it has to have a drawback, something you have to spend or give up in exchange of this increased dropchance. Even if this doesnt matter for high experienced players with upperclass equipped chars, it still would balance better in the early and mid-game.

"
__Z__ wrote:
if players get the possibility to skip content to only have to "play" the endgame they'll do it, and we eventualy all do....


It should of course be prevented to skip the main game, even if I think it wouldnt be possible to complete get rid of leechers and rushers.
Since the shash is shared over the whole game (all difficulties) there is no "need" to rush a char to the highest diff like in D2 for trading purposes...
At least you (should) have to participate on the fight against act end bosses to proceed through the portals.

"
__Z__ wrote:
- Using Quantity without Quality decrease overall quality of the loot. this way you have to stack quality and quantity from your stuff and you can't have a godly 100% + quantity only stuff!


After thinking three times, I understand... ^^
My thoughts went more into the opposite direction, to decrease the amount (in general) when adding quality...?

"
__Z__ wrote:
- Chaos and/or "static" endgame mobs Repop!
very well suited for chaos, dead mobs respawning (reviving) behind the frontline will force the group to stay tight. add to that some really wandering mobs : passive full leecher's problem solved!


Uh, I vote against this! I actually go crazy if I inspect my loot (arrange my backpack, spend passives, and so on), and become attacked by enemies I have overlooked or some who crawling up on me from somewhere...

Some, rare, specific monsters with an "becoming undead/raise again" feature would be cool indeed!
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
I've writen this last thing, only for special, statics automatically leechable places :)...
not at all for normal/progression gameplay! just for "end" zone like Chaos... (Chaos it's a magical place, so things like raising mobs could work).
... nothing
What is the current xp range gain ?
Lowering it should discourage leechers.
Tweaking xp sharing formulas could also work for this purpose.

But the true issue that causes all the others is the overpowered builds, or the underpowered endgame, or both. Fix that and almost everything is fixed.
Build of the week #2 : http://tinyurl.com/ce75gf4
Last edited by zriL#4590 on Mar 12, 2012, 5:04:11 PM
The best and hardest way is to balance it, so that 1 player can not do 10 dmg, and kill all alone in parties.

Also, maybe implement harder exp restrictions, but also item drops restrictions. So if there is more than 4 lvl difference between players in party, drops will not increase, but decrease, and people with cookie cutter builds will not have any more benefits from leechers joining their game.
@ __Z__: also for the very endgame, I expect there even more time to spend for checking the drop... more time to be careless combined with much more dangerous enemies is a very difficult situation o_O

@zriL: it has just changed some time ago to have a slightly wider plateau and a more rapid drop after.
latest formulas was stated as this:

((PlayerLevel +5)^1.5) / ((PlayerLevel+5+EffectiveDifference^2.5)^1.5)
for the experience, and for the No-Penalty-Range:
3 + INT(1/16 complete Levels)

invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
Last edited by Mr_Cee#0334 on Mar 12, 2012, 9:00:21 AM
Chris came into the default league global chat during the ladder race this weekend and someone asked about the leechers. He said that it being beta they weren't too concerned about it, but it will be addressed.
ROFL_Meat | ROFL_Sorc | ROFL_Sausage
Why accept leechers in party ?
It's simple to ignore them, no ?


Maybe I don't understand but I have not read all of yours comments. My bad...
They do accept leechers because they get more loot.

It works like this:

If you deal more damage than an enemy has hp you might think about inviting some leechers. With every leecher the mob gets more HP and drops more loot.

Last edited by overpowdered#4125 on Mar 12, 2012, 12:22:09 PM
"
Nosweet wrote:
Why accept leechers in party ?
It's simple to ignore them, no ?


Of course you dont have to accept anyone in your party you dont want - its more about people using strong chars combined with own multiple accounts (or fromm friends etc), to profit from the increased loot chances; to act as leechers on their "own"...
invited by timer @ 10.12.2011
--
deutsche Community: www.exiled.eu & ts.exiled.eu
"
Mr_Cee wrote:

@zriL: it has just changed some time ago to have a slightly wider plateau and a more rapid drop after.
latest formulas was stated as this:

((PlayerLevel +5)^1.5) / ((PlayerLevel+5+EffectiveDifference^2.5)^1.5)
for the experience, and for the No-Penalty-Range:
3 + INT(1/16 complete Levels)


Oh, I wasn't thinking about this range. I was thinking the maximal distance from a mob where you can get its experience when it dies.
Build of the week #2 : http://tinyurl.com/ce75gf4

Report Forum Post

Report Account:

Report Type

Additional Info