Easy solution for 'multiboxing'

I like this idea
When did multiboxing become running multiple clients and just afking on those other clients?

Back in my day multiboxing meant that you were playing on all the clients at the same time and everything you did on one, happened on the others.
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BigBadWolf1776 wrote:
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Govestun wrote:
Hey there,
Lots of people have been complaining about the multiboxing issue stating that it provides an unfair advantage. I'm not here to argue this point. I just wanted to present a possible compromise that could help the situation

An easy solution would be to implement two things:

1) the item bonus is only applied if the players are within a certain amount of levels within each other (for example, no bonus is applied if a level 20 is partied with a level 50)

2) the item bonus is only applied if the players are within a certain amount of levels within the content of the map. (for example, no bonus is applied if a level 50 player is clearing a level 20 area)


This system could involve a hard cut-off system (10 levels below the player and you don't get added bonus anymore) or could have a tiered off system similar to how experience is handled (After a certain amount of level difference, the party bonus starts taking small decreases in the bonus)

This will also encourage players to clear content near their own character level.

Please post criticisms and comments!


Sorry for being negative, but both ideas are not gonna work.

Reason:
1. Clearing levels lower than your is not worth since chaos recipe is upped to ilvl 60+ items.

2. Not difficult to level 5 characters to lvl 50-60 and then use same mb to get that extra IIQ that is so hard to come by...

On the other hand if really wanna Grind (in GGG) why not make the grind in killing evey single mob on a map (like fetid pools with counter) and make samothing else spawn in map that you can kill for loot - that is what this is all about after all. click-kill-loot.

There are tons of excellent ideas floating around. This is not one of them.


1)If GGG changes the chaos recipe to the way it was before but implement this then there's no problem here right? ;P


I think this "solution" is intuitive and makes sense, and it may stop the type of multiboxers that force GGG to change mechanics that fuck up with the rest of the players (like the chaos recipe).

So yeah, in this case it does seem okay.
If people multibox in other scenarios (having 6 lvl 60 players in a lvl 60 zone), then at most they will be 10-15 multiboxers which won't do much harm I pressume

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UnderOmerta wrote:
Do you ever stop to think why people multibox?

I don't they do it because it's fun. They mostly do it because you need to do it to have enough currency to roll maps.

The problem with the game isn't the multiboxers, but the systemic issues in the game that force players to multibox in the first place. Up currency drops across the board and increase the likelihood of higher level map drops and the problem disappears.


Yes you are right, there are stuff with the game that "forces" some people to do this

But these people keep doing this, and GGG keeps nerfing stuff that hurts all other "normal" players (like the chaos recipe).

Temporarily "stopping" these "exploits" from multiboxers (farming Normal with lvl 1 chars for instance) can make it so there aren't much multiboxing problems.

Yes, the people that did do those "exploits", would still have the problem that forced them to do so in the first place (assuming they did so because they were forced and not by their own will/greed).

But hopefully in the long run GGG improves the game so those don't have that problem :)
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Ghobe wrote:
When did multiboxing become running multiple clients and just afking on those other clients?

Back in my day multiboxing meant that you were playing on all the clients at the same time and everything you did on one, happened on the others.


Lol, you just reminded me of watching my older brother play EQ on three different pcs at once :)

At any rate: I concur.
Devolving Wilds
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Ghobe wrote:
When did multiboxing become running multiple clients and just afking on those other clients?

Back in my day multiboxing meant that you were playing on all the clients at the same time and everything you did on one, happened on the others.


1) Actually, doing exactly that is prohibited
2) Standing AFK is not prohibited
3) They use multiboxing SW
4) If something enables you to open multiple instances of a program that you ordinarily can't (and coincidentally gain advantage from that) it's called...um, yeah, what was it?

P.S. That is a really nice suggestion how else to call it that you wrote. I like it! Your contribution will go down in the history books.

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On topic. Ban multiboxing/multiaccounts (inb4 I'm husband and wife we play together). Increase drop rates/change recepies, people are happy (those who did it out of necessity for maps).

On another note...almost every online game I played in past idk how many years there were negative changes because of the retards that can't play normally (botting, afk-ing, exploiting, etc) , so it's interesting to see, that it's a bit of a trend, that fixes almost always also negatively affect legit players that didn't profit from the said behavior.
Wondering how that is an easy solution anyways.

You know what an actual easy solution looks like?
Make lower level maps the best farming area for currencies, the harder you roll the map, the more currencies you get.
Multiloading a map? Yeah right, dont think so.

Maps are shit in terms of farming currencies right now, thats why no one does it, instead they try to find ways to get a significant amount of currencies from somewhere else.
You cant wear item rarity/quantity for these maps, except if you have a build that can survive and kill stuff without much survivability on gear: mainly summoners and cold damage characters.
Melees cant wear rarity or quantity at all, and others cant really either, mainly summoners and cold damage characters can wear rarity/quantity without worrying about dying.

Remove item rarity and quantity completely (from gear), increase drop rate a little to adjust for that, and then buff map mods to be the sole factor when it comes to determining rarity/quantity.
That way, the stronger character will farm faster, and multiclienting has been fixed at the same time.

There is absolutely no reason why my cold witch should be able to farm currencies more efficiently than my bowrauder, but she does, by a large margin, because she can stack the rarity/quantity for free.
Thinking about how that would ever be possible with my main bowrauder, it will never be possible because there are absolutely no modslots left on my gear (not even enough to max out on chaos resist).
Last edited by gh0un#3019 on Mar 14, 2013, 6:12:46 AM
I wanted to add to this suggestion (feel free to shoot it down).

Perhaps every monster in a multiplayer game should start with 50% item quantity. Each time that monster gets hit by a unique player it is raised by 50%.

This means that all the people in the party have to do damage to the monster in order to get the increased item quantity.

It may not solve the problem, but will hinder multi-boxing a lot. In addition, it would force players in a party to all work together.
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Novalight wrote:
3) They use multiboxing SW


what ?!?!

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Novalight wrote:
4) If something enables you to open multiple instances of a program that you ordinarily can't (and coincidentally gain advantage from that) it's called...um, yeah, what was it?/quote]

Again, what ?!?!?! You do realize that to run multiple instances of PoE, all you have to do it just start more - all you need is enough memory and accounts (and PoE is FREE)
Still sane exile?
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what ?!?!


I'm not sure if you are kidding, or what.

POE isn't normally launchable more than once. They use multiboxing software, which is a kind of pseudovirtualization capability, based loosely around something called a "container" or sometimes a "jail" which teases the app into thinking it's only running once when it has instead been run many times. For example, when the app goes to read your preferences file, it actually is redirected to reading DIFFERENT preference files. And so forth.

Ultimately, one could virtualize completely, and if one does, there's no real technical path to preventing it. POE would be installed on a distinct different OS, with a distinct different virtual HW profile, including unique MAC and IP addresses; never mind that it is all technically on the same physical computer.

It won't be technically or fiscally worthwhile for GGG to chase that issue. It's just too hard. I'm honestly a bit surprised tha they are chasing the problem at all, actually.
Surely the simplest way would be to be to make the client only run once on a single pc.

Most of my games and programs if you try to start when it's already running, you just get a message say "already running" and that's all that happens.

This way multiple people can still play together in the same IP address, family, friends etc in the same house.

Yes people with multiple computers can still use the exploit, but it will remove the vast amount who use a single pc to run 5 or more instances of the game at once.

I just cannot understand why this isn't done unless GGG prefers to have mulitboxers playing the game...shows as more active accounts I guess.

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Courageous wrote:

I'm not sure if you are kidding, or what.

POE isn't normally launchable more than once.


Yes it is and this, I feel, is the main problem

Just tried and you can launch PoE multiple times. Not sure what you are on about. I only have one account so could only have one logged in, but easily opened up 2 more instances of PoE just by alt tab and click the PoE shortcut again
Last edited by Jaknet#1426 on Mar 15, 2013, 1:46:29 PM

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