Beta feedback The biggest problem of PoE-Leeachers
" 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. " 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. " After thinking three times, I understand... ^^ My thoughts went more into the opposite direction, to decrease the amount (in general) when adding quality...? " 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 |
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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
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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
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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. |
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@ __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
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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
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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... |
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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
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" 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 |
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" 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
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