GGG Please Figure out how to stop Boosting (screenshots included)

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lethal_papercut wrote:
I still don't understand why this isn't being offered as a solution:

No extra exp in parties compared to solo & you only get exp from a mob if you did some damage to it.

This would encourage people to stick together in order to kill faster & gain an overall exp boost due to increased kill speed compared to solo. +IIQ can stay as there needs to be enough loot to go round & people can still 'solo party' if they think that brings in more individual loot.

As far as boosting goes it would put an end to standing in the corner boosting & would mean that the only way around it would be a multibox program which is almost impossible to abolish.


You can't have that because there are too many times where you don't get a chance to do any damage to mob before another player kills it.
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Desbris wrote:
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lethal_papercut wrote:
I still don't understand why this isn't being offered as a solution:

No extra exp in parties compared to solo & you only get exp from a mob if you did some damage to it.

This would encourage people to stick together in order to kill faster & gain an overall exp boost due to increased kill speed compared to solo. +IIQ can stay as there needs to be enough loot to go round & people can still 'solo party' if they think that brings in more individual loot.

As far as boosting goes it would put an end to standing in the corner boosting & would mean that the only way around it would be a multibox program which is almost impossible to abolish.


You can't have that because there are too many times where you don't get a chance to do any damage to mob before another player kills it.


Sounds like cut-throat competition to me...I thought that's what this game was all about?

Won't it make people think about killspeed/AOE more when partying? If you aren't pulling your weight DPSwise then you aren't gonna get the extra exp. Would it not strengthen the competition between builds & which build is best in groups vs. solo? I think it might & I also think it will address for the most part the boosting issue at hand.
Are you suggesting that EVERY player in a party needs to hit EACH mob at least once EACH and EVERY time in order to get exp? Do you have any idea how slow that would go? Any idea how many builds/skills/flasks would be banned from parting, Do you have any idea how SLOW that would go?

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If you aren't pulling your weight DPSwise then you aren't gonna get the extra exp


Don't you mean 'If you're not running LMP/GMP/Chaing/Fork, you can go fork yourself'.

Oh and you better not kill anything with your totem that you can't control, you better not crit anything you stupid ranger; hey you dumb witch, control your minions... oh wait.

Why not just make parting a bannable offense, and get it over with. Doesn't sound like you put a whole lot of thought into this 'solution'.

Maybe if another build can kill a group while you are just killing 1 then your build sucks?
Good solutions don't have unintended detrimental consequences.
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I don't have alpha access, that was a LONG time ago.
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lethal_papercut wrote:
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Desbris wrote:
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lethal_papercut wrote:
I still don't understand why this isn't being offered as a solution:

No extra exp in parties compared to solo & you only get exp from a mob if you did some damage to it.

This would encourage people to stick together in order to kill faster & gain an overall exp boost due to increased kill speed compared to solo. +IIQ can stay as there needs to be enough loot to go round & people can still 'solo party' if they think that brings in more individual loot.

As far as boosting goes it would put an end to standing in the corner boosting & would mean that the only way around it would be a multibox program which is almost impossible to abolish.


You can't have that because there are too many times where you don't get a chance to do any damage to mob before another player kills it.


Sounds like cut-throat competition to me...I thought that's what this game was all about?

Won't it make people think about killspeed/AOE more when partying? If you aren't pulling your weight DPSwise then you aren't gonna get the extra exp. Would it not strengthen the competition between builds & witch build is best in groups vs. solo? I think it might & I also think it will address for the most part the boosting issue at hand.


Fixed it for you.

And yes, I am a FP bitch witch. And I would abuse the shit out of this mechanic.
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lethal_papercut wrote:
Maybe if another build can kill a group while you are just killing 1 then your build sucks?


That's your reply? And you wonder why no one is giving your solution any credit...

How bout this, if YOU'RE so quick at killing things, what difference would it make how fast anyone else in the party killed things?
If that 'another build' is killing things before I got a chance to hit it, THAT build would have an exp penalty. Even if you had 5 other players like yourself you would need to drop your damage output to 1/6 or more to allow for everybody to hit it.

Meaning everything would have to slow down in order to get full exp.

Again, I don't think you're thinking this through all the way.
I don't think it would just be witches with LMP that benefit. Most decent classes involve AOE; GS, Casters, Rangers, Necros, Totem users, flicker/whirling bladers, cleave/sweepers, ect ect.

I would suspect that if for instance you are running a dual strike only build that walks from mob to mob then yeah you might suffer an exp loss compared to solo'ing but then you aren't really adding much to a party anyway.

The idea is the party forms a rape train going from pack to pack obliterating everything in its way. The increased speed of killing (even if you don't happen to hit every single mob) should mean an increase in exp/time compared to solo'ing, aslong as you employ that kill fast group mentality. It should speed up the pace of the game if anything as it will be most beneficial to kill as a group & fast.

Remember there is no extra exp for being in a party, so if you didn't damage a mob or some other guy diamond flasks a pack before you get there then he doesn't get any more exp than he would solo & you didn't do shit anyway.
I'm not trying to argue with you, I'm just trying to figure out why this solution is appealing to you. After reading your posts in the looting thread, I think I have a better idea of why this solution works for you.

Correct me if I'm wrong, but you seem much more interested in loot than you do EXP. This solution definitely makes killing speed and hence amount of loot/hour more attractive.

But how does it help people interested in EXP more so than loot? I don't want to get into maths here, but your solution doesn't sound like it has any optimizations for gaining exp.

Let me pose this question, if there was no IIQ bonus in parties, and the only way to increase IIQ was to have multiple people hit the same mob, would you be for that mechanic?
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TehHammer wrote:
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MrDDT wrote:
Back on topic.

Now any other ideas on how to fix this? I still think my idea is likely one of the best.

Give mobs more HP in groups (currently +50% per member I believe it should be more)
Give mobs more EXP in groups (currently +65% per member)
Cap the shared EXP over the wrong map. So if 4 people in a party max someone can get is 25% of the exp.
I still think capping exp like that is going to uber-nerf parties. If I see a rare off to the side and go kill it, meanwhile the rest of the party runs off, I will get horribly punished as it will take me 4 times as long (assuming we all do equal damage) and I'd get 1/4th the exp. They'd also get punished for killing without me being close (missing 25% of the damage and 25% of the exp going into the nether). I should at least get 250% of the base exp for that mob since he has 250% of the base life.

Yes, I get it, you think this would still be too much exp, I don't think it would. If you prevent people from getting a 1:1 ratio in mob hp:exp gained, people will quickly realize that partying isn't really beneficial unless you're butt buddies with the other guys in the party.

I have a feeling GGG will end up just removing the party bonus (the extra 15% per person), when out of the sharing range, in 0.9.13e.

That said, your solution would at least prevent boosting in its current form, although it might open a whole new can of worms.



So glad we are back on the real topic.

Anyways, first you wont get 1/4th solo exp. You will get 1/4th group exp.

In my case the HP/EXP ratio per party member would be worse than solo, this is correct. But its not by much

Let me just point out how it will start to balance out. You are in a good group (need to talk about only good groups)
You have a tankie player, you have 3 DPSers.

Right now you have mobs that in a group of 3-4 players (I would say the avg group size) you kill most packs in about 1 to 2 seconds. In solo play, you kill mobs in about 1 second (1 or 2 hits)

If you increase the time it takes to kill mobs, then you change how much DPS a group can put out. When you killing mobs in 1 second, your DPS starts to go way down. You lose out on things like DOT damage, crits start to be wasted, mobs are not grouping in AOE groups as well etc.
If mobs had more life tanks can start to group mobs up for other group mates, curses will start to be used (right now if you kill a mob in 1 second, why use a curse?) etc etc

While boosting, is really the only time I didnt blow right through mobs HP. Rares even kinda got to be a problem. Now I had close to 12k DPS. If I were to do that much DPS in solo play (which I did a lot) my DPS would likely be down to 4k to 5k real effective DPS. Because I only need 4k to 5k to kill the mobs.


So this change I'm asking for would be lower HP/XP ratios than solo (which is how the current true party EXP system works) however, by effect you likely get more exp in a good group.

Now where this might change is that if you have weak points in a group, you start lose effective exp rates.
Is it more effective to make a 6 man party of slightly less skilled players than myself. Like take Panda. Say he is 2x better player than other good players. Would he want to play with good players who are say 1.5x better than other good players? He is more likely to play with say 2 other players that are 1.8x better (assuming Panda is the best at 2x) and get better exp than solo, but if he were to group with 5 other people that are only 1.5x better than other good players he might get less.

So each case and player would have to choose. Is party good for me or not. Also making a party that meshes well would be preferred. I still think in my change GOOD parties would beat out even the best solo players. Unlike now because the HP/EXP is still to low. That the best players want to solo.


Also believe it or not I believe that being in a party is more dangerous than solo. When solo, you know whats going on all the time. In a party, you just cant account for everything.




I just want to point out, that if you dont count boosting (meaning same zone killing away from your teammates) party exp is worse than solo exp CURRENTLY.
Last edited by MrDDT#4590 on Nov 6, 2012, 3:23:55 PM

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