Experience radius?

Killing blow and dealing damage isn't a good idea for those that want to make a healer (I know, not necessary) and just sit back and heal.

If the radius is quite large, then I'm okay with it, but sometimes my friends fall behind while comparing loot and then they get frustrated that they're behind in level. I just don't want to have to deal with that anymore.

And no, I can't just leave them behind. They're my friends and cooperative play is the name of the game. It just creates stress for the player that wants to hang back just for a moment to sort loot or adjust skills or stay in town just for another minute.
It was pretty clear that the killing blow thing is temporary, though.
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senescal wrote:
It was pretty clear that the killing blow thing is temporary, though.


Yes, I have to stress that we definitely won't be leaving it as killing blow. The experience will be shared, but I was just trying to explain why we haven't solved the radius/leeching issue yet.
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Boge wrote:


If the radius is quite large, then I'm okay with it, but sometimes my friends fall behind while comparing loot and then they get frustrated that they're behind in level. I just don't want to have to deal with that anymore.

And no, I can't just leave them behind. They're my friends and cooperative play is the name of the game.





Agreed. But, Maybe have the radius restricted to the lower level character's
line of sight/spell casting distance? At least the lower lvl character, would have to work just a bit harder, to leech xp from a fella, say 10 levels, above him.
If.. There would be a distance of sight bonus, for a higher level character?
Is There?...

Glad to be back on topic.
Jet
Leeching and power lev runs are at the bottom of my like list but shared xp is essential if any co-op success is to be achieved.

I like the idea of a radius of xp idea and I reckon D2 had the right idea but perhaps the tight xp zone they implemented in a later patch should be relaxed.

Perhaps a scaled system of xp "leeching" could be used, so that characters closer in level get more xp than lowbies. This may seem unfair but lower level chars generally need less xp to level up (per level) than higher chars so it makes sense in that respect.

Definitely against someone sitting in a dead corner of the zone and getting xp in a co-op game while they are afk for hours on end. Why play at all if you're not going to be involved?
I used to be apathetic, now I just don't care.
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Arkwright wrote:
Leeching and power lev runs are at the bottom of my like list but shared xp is essential if any co-op success is to be achieved.

Agreed, however, there has to be a cap to stop, level 1 hitting level 36 in 12 minutes, like Two Worlds MP.



Definitely against someone sitting in a dead corner of the zone and getting xp in a co-op game while they are afk for hours on end. Why play at all if you're not going to be involved?


Specific lobby's/Zones should, (but prob, cant) be monitored for inactivity, in a imperfect world. That, in my opinion, aint gonna happen here.
Jet
Give the party leader/creator the ability to kick people so that, if they're leeching, they can be tossed out of the instance.
and then he can just kick everyone right before the boss is killed...
The path of exile holds him, not at all twisted gold, a frozen spirit, not the bounty of the earth.
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skunkmunkee wrote:
and then he can just kick everyone right before the boss is killed...


Votekicks.
votekicks are much better than leader kicks, but what % to kick off? 100% besides the leech? 75%? Has to be a higher number.
The path of exile holds him, not at all twisted gold, a frozen spirit, not the bounty of the earth.

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