Boosting in default begins

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SL4Y3R wrote:

But then 2 friends, IRL possibly, where one is a 66 the other 60 couldn't.play together. That's the issue with level differences.


Or difference cap could grow a bit with levels? Maybe +-10 levels around 70?

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Moosifer wrote:
there are 3 very detailed posts on the issue. One before the last race, one during then the end of the race post itself is mostly talking about how a few people used this method, one going from 10th place to 2nd.


I really see this being a big problem in races. I'm not sure though how it could be solved. Party lvl cap? IP check?
Easiest way to fix it in races is by not allowing grouping at all. After all why are some people running relay races (grouping) while others are running the whole course by themselves (solo).

Of course it won't be fixed as part of the fun in these types of games is finding tricks that others don't know about or are too lazy to try.



Wonder what kind of interesting things are going to come up when PvP is up?

Fight censorship
https://www.reddit.com/r/The_Donald/
the only way to deal with it is to have giant banhammer,if someone is caught doing this BAM! with public weekly lists of banned players

nothing else will solve the problem,there will always be ppl crazy enough to try their luck - especially if some price is on the line

some of my IGNs:

EKDDtemplar/DualTotemSparkfotm/jesusbestjewever/EverhardDick/SilSol/SilSol_eight/SilSol_seven/
SilSol_ten/FiretemplarwithAA/JesusFacebreaker/SilSol_three/SilSol_two/grumpycatbestgodever
How about level limits to enter each act/difficulty. Nothing to high, since some players will have good enough builds or skill to advance even being lower level than the average player. This would make anyone dragging along other accounts for boosting to have to waste time playing them and leveling them.
Also i fully support permanent ban on anyone caught boosting. Ban for life. Cheaters will just drive away the good players you want playing the game. The fact that people are already doing this , gives me little encouragement to play any races where this would be more common due to the rewards for doing well. I hope something gets done about it before open beta , because it will get alot worse then.
Lost to Apathy
Put a reasonable minimum level required to enter next difficulty and problem solved as far as races go.

There is no other solution. You can't forbid two accounts playing from one IP because in most cases it's roommates playing together.
Be ready. You're not paranoid, you're PREPARED.

I quit this game every few months and so should you to continue playing it in the future.

The device is believed to have been dropped
It would be more sensible to implement a different kind of capping. We had to do the same in a game we were developing few years back.

Rather than capping maps or placing level requirements on parties, as both would limit friends playing together, simply remove the extra exp gain from the higher level character, if they exceed a specified gap.

Thus allowing higher level players to play with others, assist them in grinding, and so on, but without the exp boost to themselves.

For example :

Player A is level 10
Player B is level 60

Parties have a 10 level gap limit.

Since Player B is more than 10 levels above Player A, they receive ZERO exp gain, or the standard for their level.

Numbers are for example only, of course.
...narf
Last edited by SqueakyToyOfTerror#0940 on Oct 11, 2012, 5:41:46 PM
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SqueakyToyOfTerror wrote:
It would be more sensible to implement a different kind of capping. We had to do the same in a game we were developing few years back.

Rather than capping maps or placing level requirements on parties, as both would limit friends playing together, simply remove the extra exp gain from the higher level character, if they exceed a specified gap.

Thus allowing higher level players to play with others, assist them in grinding, and so on, but without the exp boost to themselves.

For example :

Player A is level 10
Player B is level 60

Parties have a 10 level gap limit.

Since Player B is more than 10 levels above Player A, they receive ZERO exp gain, or the standard for their level.

Numbers are for example only, of course.


So there already is an experience share that gives much more XP to much higher level characters. I think the issue is that there is no similar scaling issue with monster difficulty for number of players. A more sophisticated system would solve the issue.

For instance, if two grouped players are the same level, monster difficulty is fully scaled up to the current 2 member party difficulty/xp. But the larger the level disparity, the less difficulty/xp increases you see. So you see no real difference when a lvl 60 is grouped with a lvl 1. Can't boost.

EDIT: I misread your post a bit. Yeah, that system seems like it would be fine, with less of an implementation cost.
Last edited by jonts26#1008 on Oct 11, 2012, 6:13:12 PM
I think they should leave it as is. Rushing was a big part of making new chars in d2 for trying new builds.

Why does everyone want to nerf all the fun stuff in every game these days, I don't get it.
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JohnGrammaticus wrote:
Put a reasonable minimum level required to enter next difficulty and problem solved as far as races go.

There is no other solution. You can't forbid two accounts playing from one IP because in most cases it's roommates playing together.


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SqueakyToyOfTerror wrote:
It would be more sensible to implement a different kind of capping. We had to do the same in a game we were developing few years back.

Rather than capping maps or placing level requirements on parties, as both would limit friends playing together, simply remove the extra exp gain from the higher level character, if they exceed a specified gap.

Thus allowing higher level players to play with others, assist them in grinding, and so on, but without the exp boost to themselves.

For example :

Player A is level 10
Player B is level 60

Parties have a 10 level gap limit.

Since Player B is more than 10 levels above Player A, they receive ZERO exp gain, or the standard for their level.

Numbers are for example only, of course.



both ideas are legit imo. although i'm all for the first idea as I think it's less punishing than the second. and in all honesty, there's no way a level 1 character can progress through to cruel, what more merci. if they really want to boost, make them work for it! such that by the time they get their other characters into merci they'd have lost so much time that they won't be able to make up for it by using boosting anymore.

i'll even go so far as to suggest some level caps.

Cruel - Level 20
Ruthless - Level 30
Merci - Level 40

anyone ever played legitimately and managed to make it through to those difficulties at those levels? I'd be surprised tbh.
Build of the Week 14
The first Righteous Fire/Non-Shavronne's/Shavronne's HC
Shameless self-proclaimed theory-crafting extraordinaire and forum crusader
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darkjoy wrote:
I think they should leave it as is. Rushing was a big part of making new chars in d2 for trying new builds.

Why does everyone want to nerf all the fun stuff in every game these days, I don't get it.


Because boosting in this sense is not for the low level player to gain xp quickly.

Ban hammers don't work too well in a F2P game. Further, once OB comes, we will be seeing more higher lvl players. So one should expect to see a lvl90 playing with a 60-70. Since 60 can be reached quickly, this is when a lvl difference gap begins to hurt regular players

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