I can't believe there's already a name for people splitting up in Adventure Mode games and collecting each other's Bounty Rewards, but it's great to know the devs are looking to kill that ASAP.
However, I did have a thought....what if multiple people want to be in the same game, but are okay with doing their own Bounties and collecting their own Bounty Rewards? After all, it's their own risk being in games with other people, raising the difficulty of monsters and going their separate ways, when they could just work together and make it way easier. And I FULLY FULLY agree that people splitting off and collecting each other's Bounty Rewards, without actually participating in a particular Bounty, does suck.
But...and I don't meant to start another BoA/trading fiasco...but in a case like this, where people are simply collecting their own Bounty Rewards in the same game, they are still able to trade legendaries and set items with each other because they were present in-game when the item dropped.
For instance...if I play with my friend in a game, and we do the same Bounties together, we get the same rewards. We do a clear of Act 3 Bounties, we get the same XP, gold and Cache at the end of the Act. All fine and good, conducive to multiplayer.
But let's say, I play with a friend and I want to do Act 1 Bounties, he wants to do Act 2 Bounties. He can play Act 2 all he wants and get HIS OWN Bounty Rewards, I can play in Act 1 and get MY OWN Bounty Rewards. We don't share the immediate XP, gold or Horadric Cache rewards for each others' Bounties (i.e., when he finishes his Act 2 Bounties, I don't get a free goodie bag or any of the XP or gold for him completing his quests, nor does he collect on me finishing mine), but if I find an interesting legendary that rolled good general stats for most classes, and I want to trade it to him...I can.
I'd be fine with the devs killing any manner of split-farming, as it does sound very exploity...but I figured this caveat could act as a slightly different style of multiplayer, and maybe possibly open up the window for trading high end items by a slight crack.
the only way i can see this working is if you can "reset" a zone once it is completed.
else the other player would just get into an empty zone. with no rewards in it.
being able to reset zones could also help reduce the need to start new games over and over and that would mean less strain on the servers.
Question is what is needed to do before being able to reset a zone. bounty only could work well i guess but would not work for most other zones.
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the only way i can see this working is if you can "reset" a zone once it is completed.
else the other player would just get into an empty zone. with no rewards in it.
being able to reset zones could also help reduce the need to start new games over and over and that would mean less strain on the servers.
Question is what is needed to do before being able to reset a zone. bounty only could work well i guess but would not work for most other zones.
Zone reset isn't a bad a idea at all. Dare I say...Path of Exile does it with their zones or instances. You stay out of a zone long enough (I think it might be 8 minutes or so), and it resets all the monsters and such. Obviously, 8 minutes wouldn't work in this context, but...maybe some kind of game-wide player vote to reset all the particular created game world or something.
Then again, that is part of the downside of playing this way...that one person can't clear all the Acts on their own, while in the same game as another person, because the other Acts are being cleared simultaneously. They could institute a zone reset, but that'd just separate people further than they already are separating themselves by playing solo in a game with one or more other people.
The idea I'm proposing may not be that great an idea. I'm willing to admit to that. I was just thinking the community likes options, instead of "you have to play this particular way." The idea could work, but it'd be a tad awkward, for sure.
I see why you'd want individual bounties so people can farm by themselves while in a game with friends to trade items, BUT, I would be against that. I think a system to turn on / off personal bounties would end up being too convoluted, and my personal elitist view is if you're in a multi-player game the best type of farming should be working together, and I'd rather not see playing solo while in MP games encouraged.
Personally, I don't see much point in joining a multiplayer game if you aren't going to be doing the same things working towards a common goal.
Seems like trying to make this work would be a waste of concentration on things that should take precedence.
Hard to disagree. It'd be an option for a sliver of the community that wanted to go this route, but most people, I'd like to believe, feel this particular way. You want to play solo, play in private games. You want to play multiplayer, join the group and contribute. That's why the devs said 4 people to a game is better than 8...because when it's only 4, everyone's contribution is more noticeable, while when there's 8, people either constantly get left behind or are sometimes not even acknowledged.
Also, trying to balance the individual monster killing XP and gold rewards with Strength in Numbers active and telling it to not calculate other people in the game could get really buggy as well.
I think that if you don't help complete a bounty, you shouldn't get credit for it. In fact, it'd be fun to join a game and race to see who can complete the most bounties. But more importantly, I believe at some point it becomes the player's responsibility to just not abuse the game mechanics, and the devs just have to let players play how they want.
As I said in another thread, split-farming reminds me of Blood Runs and Baal Runs from D2 - easily the most efficient way to level your character, completely against the spirit of the game. Especially if you weren't one of the two or three OP sorcs carrying the whole group. I did my fair share of them, but I also spent plenty of time and got plenty of enjoyment out of playing through naturally. At no point did I feel obligated to do them because they were optimal.
There are grey areas - I think removing the AH was the right choice even though I could just play self-found because the drop rate really was abysmal; I think BoA is the right call as well even though I could just abstain from trading because I am really tired of third-party site spam (though I guess they will still sell gold and mats). People will disagree on those.
But I think the split-farming thing is a non-issue. If your characters are powerful enough that you can split up and complete separate bounties alone in a 4 player game, then mazel tov. And if you can't hack it, there's the door - go do something else until you can. Or maybe you have friends willing to carry you during split-farming, similar to Uber-carries. Or maybe the third party sites will start selling split-farming sessions. It'll always be something.
I see why you'd want individual bounties so people can farm by themselves while in a game with friends to trade items, BUT, I would be against that. I think a system to turn on / off personal bounties would end up being too convoluted, and my personal elitist view is if you're in a multi-player game the best type of farming should be working together, and I'd rather not see playing solo while in MP games encouraged.
Agreed, :-) What Travis said about split-farming doesn't seem to leave room open for this, and even from an efficiency standpoint, there's not a whole lot to be gained. Just the option to not follow the group if you don't want to.
Question then becomes...what do they have in mind to combat this, if this idea isn't going to be the answer? And I'm not asking that rhetorically either, like my idea is the end-all be-all, I'm just very curious, :-)
I think that if you don't help complete a bounty, you shouldn't get credit for it. In fact, it'd be fun to join a game and race to see who can complete the most bounties. But more importantly, I believe at some point it becomes the player's responsibility to just not abuse the game mechanics, and the devs just have to let players play how they want.
As I said in another thread, split-farming reminds me of Blood Runs and Baal Runs from D2 - easily the most efficient way to level your character, completely against the spirit of the game. Especially if you weren't one of the two or three OP sorcs carrying the whole group. I did my fair share of them, but I also spent plenty of time and got plenty of enjoyment out of playing through naturally. At no point did I feel obligated to do them because they were optimal.
There are grey areas - I think removing the AH was the right choice even though I could just play self-found because the drop rate really was abysmal; I think BoA is the right call as well even though I could just abstain from trading because I am really tired of third-party site spam (though I guess they will still sell gold and mats). People will disagree on those.
But I think the split-farming thing is a non-issue. If your characters are powerful enough that you can split up and complete separate bounties alone in a 4 player game, then mazel tov. And if you can't hack it, there's the door - go do something else until you can. Or maybe you have friends willing to carry you during split-farming, similar to Uber-carries. Or maybe the third party sites will start selling split-farming sessions. It'll always be something.
That's kinda the MO behind my idea. I know I've heard about people saying they used to do, um...can't remember what they were called, though I coulda sworn there was a name for it...ton of people create a D2 game, they split off and kill Andy, Duriel, Mephisto and Diablo...the others head to Baal's Chamber and maybe clear out the Minions, and everyone takes out Baal together. They would do it really fast, too. And you're right, it does kinda go against the spirit of things.
Like I said, split-farming in terms of getting things you didn't earn (i.e., rewards for other peoples' bounties) isn't fair. But...like I ask here...maybe there is something to allowing people to do Bounties and get their own credit for them, and without getting credit for other peoples'.
Hmm...though, this does bring up an important point here...what stops some jacked up toon from joining public Adventure Mode games and clearing Bounties in other Acts before the remaining player(s) can do them? That'd be some serious griefing.
Dammit...hole in the plan, confirmed, :-)
The best solution would simply be to move all the blood shards to the bounty boss/task/whatever instead.
and just leave them out of the bags, reduce the legendary drop rate from them also, just a minor reward a small bonus but not the main point to go after.
now with the biggest blood shard income source nerfed and team play more encouraged. due to main drop (blood shards) being on the bounty completion.
also give the gambling vendor a boost in the legendary drop rate so that its compensated.
this makes so that killing mosters and being active and bountys toghether is the best source for blood shards and in extension legendary. but i guess gamling them is not the most fun way to get ones legendarys. but i guess everything is flawed.
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The best solution would simply be to move all the blood shards to the bounty boss/task/whatever instead.
and just leave them out of the bags, reduce the legendary drop rate from them also, just a minor reward a small bonus but not the main point to go after.
now with the biggest blood shard income source nerfed and team play more encouraged. due to main drop (blood shards) being on the bounty completion.
also give the gambling vendor a boost in the legendary drop rate so that its compensated.
this makes so that killing mosters and being active and bountys toghether is the best source for blood shards and in extension legendary. but i guess gamling them is not the most fun way to get ones legendarys. but i guess everything is flawed.
Yeah, not to take apart your observations, but with all due respect, it seems a bit overcomplicated a solution. But then again, my idea might not be all that sound to begin with, so...it might need an overcomplicated solution to fix it, and in which case, may just be easier left out. I'm willing to admit that, :-)
Hmm...though, this does bring up an important point here...what stops some jacked up toon from joining public Adventure Mode games and clearing Bounties in other Acts before the remaining player(s) can do them? That'd be some serious griefing.
Dammit...hole in the plan, confirmed, :-)
Oh my god, that would be so much fun, like the D3 equivalent of PK - bounty poaching.
Yeah, not to take apart your observations, but with all due respect, it seems a bit overcomplicated a solution. But then again, my idea might not be all that sound to begin with, so...it might need an overcomplicated solution to fix it, and in which case, may just be easier left out. I'm willing to admit that, :-)
naa your original plan is not that flawed at all we need a solution to this problem. mainly the fact that sitting in town doing nothing gives a good reward. and that's the biggest problem. also this solution is not that hard to implement within the current system.
But yes bountys ATM at its core is highly flawed.
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Could they do some kind of "player has to be in X range of" thing to get credit for it?
I'm only in the PTR, so I haven't been able to play the beta, nor any multiplayer within it...however, from what I gather, it seems like that's how it works to begin with.
Like, you warp to a zone, and the Bounty kind of immediately activates. You run around, kill the 50 monsters before the boss (for example), then get the boss kill, and the Bounty ends there. Now...I honestly don't know what happens if one player in the game enters a Bounty zone, kills a few monsters to start the process, then another joins in at that point. When they join after the Bounty starts, does their kill count match that of whoever started it? Or does it start from zero? So I don't know if it recognizes range for Bounties, since they seem to monopolize whole zones...
If players can split off in different directions, finish separate Bounties and everyone claims the prizes, though, there is something that shouldn't be happening. And I'm glad the devs are on board to fix that.
The bounty is game wide you could sit in town doing nothing while the other 1-3 player(s) complete all 25 bountys and the player being in town will get all the same rewards except loot and exp from kills.
but that's about it.
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Hmm...though, this does bring up an important point here...what stops some jacked up toon from joining public Adventure Mode games and clearing Bounties in other Acts before the remaining player(s) can do them? That'd be some serious griefing.
Dammit...hole in the plan, confirmed, :-)
Oh my god, that would be so much fun, like the D3 equivalent of PK - bounty poaching.
Ah, well, I was not a PvP or PK'ing guy back in the D2 days, so...forgive me if I don't jump on supporting "bounty poaching" wholeheartedly, ;-)
The bounty is game wide you could sit in town doing nothing while the other 1-3 player(s) complete all 25 bountys and the player being in town will get all the same rewards except loot and exp from kills.
but that's about it.
Which is something that needs to be changed obviously.
People should only get credit/rewards if they are in range of the respective event (like the boss kill). Though even this model wouldn't really prevent split-farming. Maybe every player needs to complete the "kill x amount of monsters" step too. Don't know if that's part of every bounty.
The bounty is game wide you could sit in town doing nothing while the other 1-3 player(s) complete all 25 bountys and the player being in town will get all the same rewards except loot and exp from kills.
but that's about it.
Which is something that needs to be changed obviously.
People should only get credit/rewards if they are in range of the respective event (like the boss kill). Though even this model wouldn't really prevent split-farming. Maybe every player needs to complete the "kill x amount of monsters" step too. Don't know if that's part of every bounty.
kill X is part of every unique kill moster atm there are 4 types of bountys
Kill X mob in Zone Y and Z Unique
Kill All Mobs in Y zone (often level 2 in a cave)
Kill X act boss (belail, rakanoth, diablo, ghom ect)
Find and complete a "special" Cursed chest (just a marked one for bounty nothing special with it)
Also a Range change is almost worse then the current split farming imagine. some one runs extremly fast think current live tempest rush VS a 0% speed increase witch doctor. the doctor will often get out of range and loose credit for trying meaning playeres will be disscouraged to even do bountys in group.
Now being in the zone when the bounty is completed should be enough. and the blood shards Should drop on the players in the zone when the bounty is completed. (they are auto pick up like gold anyway) sure. people could still slack and just move to X zone when the bounty is about to be completed. but atleast is way better then the current model in activity.
also removing all gold, items and gems, from the 5 bounty bag and only give it some blood shards, rift key and scroll, depending on how many bountys you completed from that act 20% per bounty for a total of 100%.
This will fix all the current problems with the current state of bountys while also keeping em fun. And you don't loose to much for having to answering the door/phone or repairing in town at a bad time,
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I think it's great the devs are being proactive in reducing cheese tactics such as "split farming" for bounties. I'm sure there will be more loopholes, so to speak, that will be discovered after launch as well. After what a disaster D3 was I'm hoping the expansion will be a lot more polished when it comes to things like this.
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I can't believe there's already a name for people splitting up in Adventure Mode games and collecting each other's Bounty Rewards, but it's great to know the devs are looking to kill that ASAP.
However, I did have a thought....what if multiple people want to be in the same game, but are okay with doing their own Bounties and collecting their own Bounty Rewards? After all, it's their own risk being in games with other people, raising the difficulty of monsters and going their separate ways, when they could just work together and make it way easier. And I FULLY FULLY agree that people splitting off and collecting each other's Bounty Rewards, without actually participating in a particular Bounty, does suck.
But...and I don't meant to start another BoA/trading fiasco...but in a case like this, where people are simply collecting their own Bounty Rewards in the same game, they are still able to trade legendaries and set items with each other because they were present in-game when the item dropped.
For instance...if I play with my friend in a game, and we do the same Bounties together, we get the same rewards. We do a clear of Act 3 Bounties, we get the same XP, gold and Cache at the end of the Act. All fine and good, conducive to multiplayer.
But let's say, I play with a friend and I want to do Act 1 Bounties, he wants to do Act 2 Bounties. He can play Act 2 all he wants and get HIS OWN Bounty Rewards, I can play in Act 1 and get MY OWN Bounty Rewards. We don't share the immediate XP, gold or Horadric Cache rewards for each others' Bounties (i.e., when he finishes his Act 2 Bounties, I don't get a free goodie bag or any of the XP or gold for him completing his quests, nor does he collect on me finishing mine), but if I find an interesting legendary that rolled good general stats for most classes, and I want to trade it to him...I can.
I'd be fine with the devs killing any manner of split-farming, as it does sound very exploity...but I figured this caveat could act as a slightly different style of multiplayer, and maybe possibly open up the window for trading high end items by a slight crack.
Thoughts, anyone?
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Zone reset isn't a bad a idea at all. Dare I say...Path of Exile does it with their zones or instances. You stay out of a zone long enough (I think it might be 8 minutes or so), and it resets all the monsters and such. Obviously, 8 minutes wouldn't work in this context, but...maybe some kind of game-wide player vote to reset all the particular created game world or something.
Then again, that is part of the downside of playing this way...that one person can't clear all the Acts on their own, while in the same game as another person, because the other Acts are being cleared simultaneously. They could institute a zone reset, but that'd just separate people further than they already are separating themselves by playing solo in a game with one or more other people.
The idea I'm proposing may not be that great an idea. I'm willing to admit to that. I was just thinking the community likes options, instead of "you have to play this particular way." The idea could work, but it'd be a tad awkward, for sure.
Personally, I don't see much point in joining a multiplayer game if you aren't going to be doing the same things working towards a common goal.
Seems like trying to make this work would be a waste of concentration on things that should take precedence.
Hard to disagree. It'd be an option for a sliver of the community that wanted to go this route, but most people, I'd like to believe, feel this particular way. You want to play solo, play in private games. You want to play multiplayer, join the group and contribute. That's why the devs said 4 people to a game is better than 8...because when it's only 4, everyone's contribution is more noticeable, while when there's 8, people either constantly get left behind or are sometimes not even acknowledged.
Also, trying to balance the individual monster killing XP and gold rewards with Strength in Numbers active and telling it to not calculate other people in the game could get really buggy as well.
I think that if you don't help complete a bounty, you shouldn't get credit for it. In fact, it'd be fun to join a game and race to see who can complete the most bounties. But more importantly, I believe at some point it becomes the player's responsibility to just not abuse the game mechanics, and the devs just have to let players play how they want.
As I said in another thread, split-farming reminds me of Blood Runs and Baal Runs from D2 - easily the most efficient way to level your character, completely against the spirit of the game. Especially if you weren't one of the two or three OP sorcs carrying the whole group. I did my fair share of them, but I also spent plenty of time and got plenty of enjoyment out of playing through naturally. At no point did I feel obligated to do them because they were optimal.
There are grey areas - I think removing the AH was the right choice even though I could just play self-found because the drop rate really was abysmal; I think BoA is the right call as well even though I could just abstain from trading because I am really tired of third-party site spam (though I guess they will still sell gold and mats). People will disagree on those.
But I think the split-farming thing is a non-issue. If your characters are powerful enough that you can split up and complete separate bounties alone in a 4 player game, then mazel tov. And if you can't hack it, there's the door - go do something else until you can. Or maybe you have friends willing to carry you during split-farming, similar to Uber-carries. Or maybe the third party sites will start selling split-farming sessions. It'll always be something.
Agreed, :-) What Travis said about split-farming doesn't seem to leave room open for this, and even from an efficiency standpoint, there's not a whole lot to be gained. Just the option to not follow the group if you don't want to.
Question then becomes...what do they have in mind to combat this, if this idea isn't going to be the answer? And I'm not asking that rhetorically either, like my idea is the end-all be-all, I'm just very curious, :-)
Could they do some kind of "player has to be in X range of" thing to get credit for it?
The best solution would simply be to move all the blood shards to the bounty boss/task/whatever instead.
and just leave them out of the bags, reduce the legendary drop rate from them also, just a minor reward a small bonus but not the main point to go after.
now with the biggest blood shard income source nerfed and team play more encouraged. due to main drop (blood shards) being on the bounty completion.
also give the gambling vendor a boost in the legendary drop rate so that its compensated.
this makes so that killing mosters and being active and bountys toghether is the best source for blood shards and in extension legendary. but i guess gamling them is not the most fun way to get ones legendarys. but i guess everything is flawed.
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Yeah, not to take apart your observations, but with all due respect, it seems a bit overcomplicated a solution. But then again, my idea might not be all that sound to begin with, so...it might need an overcomplicated solution to fix it, and in which case, may just be easier left out. I'm willing to admit that, :-)
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I'm only in the PTR, so I haven't been able to play the beta, nor any multiplayer within it...however, from what I gather, it seems like that's how it works to begin with.
Like, you warp to a zone, and the Bounty kind of immediately activates. You run around, kill the 50 monsters before the boss (for example), then get the boss kill, and the Bounty ends there. Now...I honestly don't know what happens if one player in the game enters a Bounty zone, kills a few monsters to start the process, then another joins in at that point. When they join after the Bounty starts, does their kill count match that of whoever started it? Or does it start from zero? So I don't know if it recognizes range for Bounties, since they seem to monopolize whole zones...
If players can split off in different directions, finish separate Bounties and everyone claims the prizes, though, there is something that shouldn't be happening. And I'm glad the devs are on board to fix that.
The bounty is game wide you could sit in town doing nothing while the other 1-3 player(s) complete all 25 bountys and the player being in town will get all the same rewards except loot and exp from kills.
but that's about it.
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I think it's great the devs are being proactive in reducing cheese tactics such as "split farming" for bounties. I'm sure there will be more loopholes, so to speak, that will be discovered after launch as well. After what a disaster D3 was I'm hoping the expansion will be a lot more polished when it comes to things like this.