Experience radius?

I really hated how in Diablo II they changed it so you could only get experience from a kill if you were basically no more than 2 screens away. Even though I completely understand why and I don't completely disagree with it, it has caused numerous problems for me and my friends.

Some of us get side tracked chasing down a fleeing enemy while the rest of the group does the same thing in the opposite direction. This splits us up and then players end up falling behind in experience/levels. Or someone will hold up for a bit to distribute skill points or compare loot drops and fall behind that way.

How is this going to be handled in Path of Exile?

My preferred method is if you're in the same zone, such as the Cold Plains in Diablo II, but not needing to be right next to someone.
Last bumped on Oct 17, 2016, 9:08:47 AM
I'm bumping this because I'd like to know the developer's answer as well, I agree that xp should be for the same area as long as you aren't in a city
The path of exile holds him, not at all twisted gold, a frozen spirit, not the bounty of the earth.
How should we stop people parking low level characters in a safe part of the instance to leech?

To answer your question, we fully intend to do experience sharing but our current build just allocates the experience to whoever got the killing blow. Hence we haven't had to implement a radius yet. If the leeching problem is an issue then maybe we have to?
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Glad to hear that sharing will be included. The fairest way to deal with leechers is areas and participation. We already discussed being in the same area, but what about the idea that they have to have damaged an enemy in the last 30 seconds?
The path of exile holds him, not at all twisted gold, a frozen spirit, not the bounty of the earth.
In an ARPG you have swarms of foes and usually one player is the only source of damage to a particular monster. So doing damage won't work.

Could do an area thing of 2-3 screens, or make it so group members must be within X levels of the person doing the killing. This prevents parking lowbies to leech, but if your buddy has to go afk he can park at the start of the zone while you start clearing and not miss out on XP.
let me rephrase my idea... for someone to be eligible to gain xp, they need to have damaged any enemy within the last X seconds in the same area that kills are generating xp to earn a portion of that xp. This will guarantee that they aren't just parking but actually doing something. I do like the "within X levels" idea too, but you could just find a game with similar lvls as your own and park.
The path of exile holds him, not at all twisted gold, a frozen spirit, not the bounty of the earth.
I would think that a level range for grouping would work fairly well, would also prevent rushing lower level characters with beefy ones, I was never a big fan of powerleveling in any game. Maybe base the range of the possible level range between groups on the levels of the monsters in the instance +5?
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Boge wrote:
I really hated how in Diablo II they changed it so you could only get experience from a kill if you were basically no more than 2 screens away. Even though I completely understand why and I don't completely disagree with it, it has caused numerous problems for me and my friends.

Some of us get side tracked chasing down a fleeing enemy while the rest of the group does the same thing in the opposite direction. This splits us up and then players end up falling behind in experience/levels. Or someone will hold up for a bit to distribute skill points or compare loot drops and fall behind that way.


Maybe better communication through the teams? Seriously, a Vent server (or use of in-game chat) totally makes this a nonfactor. I don't mean to sound harsh, but I think Diablo II had it right, and if you're pubbing and someone refuses to follow, leave the bastard behind! Two screens is a decently small area, but one screen could work if need be. Also, if it stays 'exp by killing blow', I think certain playstyles will suffer. Large AoE attacks are either boatloads of exp, or just a prep for someone else to gain.
i dont like the idea of killing blow gets the xp, i also dont like the idea of % damage or if you did any damage, none of those promote co-op. the problem is with leechers. i think this can be solved by giving the group leader a kick option. of course that could be abused and with ffa loot will get abused so maybe thats not such a good idea.

personally i like the radius idea but make it a good sized radius also add in levels so the lower characters cant leech xp. of course there will always be leechers with any shared xp system but i rather deal with the occasional leecher than be forced to group with lesser players just so i get more damage/kill shots in
Killing blow won't work at all. The heavy damage dealers will get all the EXP. The radius idea will work just fine if someone leaves the radius to chase down a single mob that's their own fault for not following the group.

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