The biggest change I hated in one of the Diablo II patches was that they severely reduced the radius at which you had to be near a kill in order to gain the experience for it. Cooperative play is great, but when you're FORCED to be right next to someone to get experience from something they kill, that's not fun.
My friends would often complain that they were falling behind in experience because they stopped to look at an item that dropped. Being 2 screens away just isn't big enough.
How wide is the radius for gaining experience with your party?
The biggest change I hated in one of the Diablo II patches was that they severely reduced the radius at which you had to be near a kill in order to gain the experience for it. Cooperative play is great, but when you're FORCED to be right next to someone to get experience from something they kill, that's not fun.
My friends would often complain that they were falling behind in experience because they stopped to look at an item that dropped. Being 2 screens away just isn't big enough.
How wide is the radius for gaining experience with your party?
2 screen away is already big enough.
You gain experience in a party because you're (or at least) should help the party. If you're 2 screens away you're certainly not helping, naturally you don't get any exp.
I understand what you guys are saying, but when someone falls behind due to whatever reason, it sucks for them to slowly fall further and further behind in level. Then they start feeling like they should run out alone to catch up on experience and the whole party thing starts to fall apart.
Yeah definitely, there are more issues to this than whether or not you are helping the party or not by being two screens away.
Personally I like the idea of only getting exp if you are in that radius and attacking monsters. There aren't going to be any healer only classes so i think it would go well for Diablo 3 if they chose that option.
Yeah I agree.
But one thing is not attack, other is sleep back and get exp by doing nothing.
I see no reason for this fear of being outleveled. If you don't want to be outleveled don't stay back for foolish reasons. In D2 when i was partying with someone and this person starts to slow down the group by not killing stuff i kill. Damnit i creat the game, i don't wanna leave and recreat my own game because someone is stupid.
If some really good reason forces you to stay back (like bathroom), well, nothing more natural then not geting EXP when you're not playing the freaking game.
In most cases there are always valid reasons for people to lag behind.. eg: "i dont have enough space for this awesome item, sec, i dun wana hav to walk back" and "sec, my bro is downloading while your killing this boss and im behind, let me go DC him"
The problem is fixed by adding experience distribution according to the situation, by changing distribtution for whoever have the level closest to the monster's, and reducing (by a small amout) the experiance if the person is half the level behind. Lots of these types of parameters were added early in d2 battlenet patching (or so i remember having happened). Being lenient to prevent griefing is the key, although nothing can be done when someone disconnects.
ps: lower level (1-20) rushing was fixed nicely in d2, but not so much the rest.
I think that when a group partys up their character should be tied together with a ten foot ethereal rope and only the characters tied together share exp.
Just kidding. Honestly I think the radius is just fine. Any bigger and you run the risk of people joining games, not doing anything and reaping all of the exp. I don't thnk some players falling behind for 1-2 fights so they can look at gear is that big of a problem compared to the other problem.
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Yeah it is fine. If someone is not doing anything and just staying in that radius, then there should be some option to kick him/her or leave.
Stop panicking over losing experience, its not that big a deal. If you miss 4 mob kills or max 10 cause you are looking at an item or two, it isnt the end of the world.
Honestly if you aren't helping in a battle why should you get any experience? That is like saying, "I was on the team as a bench warmer but I have so much experience in game."
Also, if you are falling behind than you don't deserve the experience as much as the guy ahead of you.
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Dream as if you'll live forever, and live as if you'll die today. "James Dean"
Honestly if you aren't helping in a battle why should you get any experience? That is like saying, "I was on the team as a bench warmer but I have so much experience in game."
Also, if you are falling behind than you don't deserve the experience as much as the guy ahead of you.
Exactly! You tell these experience worrymongers. They have nothing to fear as long as they are staying in the action. Besides, has anyone thought of actually telling your party to wait a bit while you rearrange your inventory and pick up new gear?
It seems like every little thing that is released or that is a new idea generated , or even someone wondering if this and this will be in Diablo 3, makes such an uproar with fans on this site.
I have advice to you whoever is about to flame me: Relax and go run around outside for awhile. it does wonders.
You can't get rid of "power leveling" because by definition it's just a faster or fastest way to level given the game. I mean it definitely shouldn't be like uber trist leveling which was fucking ridiculous, but there are still going to be techniques to level up faster than normal. Lets just hope it isn't too fast that it ruins game play or too slow so you have to shoot yourself in the face like WoW.
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Dream as if you'll live forever, and live as if you'll die today. "James Dean"
You can't get rid of "power leveling" because by definition it's just a faster or fastest way to level given the game. I mean it definitely shouldn't be like uber trist leveling which was fucking ridiculous, but there are still going to be techniques to level up faster than normal. Lets just hope it isn't too fast that it ruins game play or too slow so you have to shoot yourself in the face like WoW.
you think wow had slow leveling? :confused:
but chya blades is right, there will always exist a relative "power leveling" technique that will be adopted by a large part of the community.. besides, people don't *have* to power level. you say they would be missing out on "experiencing" the game, but they are in fact "experiencing" the game just how they want to.
anyways, regarding the party experience radius, I think that they should give experience to everyone in the killer's screen and up to approximately two-and-a-half screens over.
judging by the size of the screens in the videos, i think this is a big enough distance where a teammate could go on a small tangent while not allowing someone to burn through a dungeon while allowing everyone else to afk at the beginning and get full experience.
however, i don't believe it should be a fixed ratio of experience based off level comparisons. in fact, I don't think level should have anything to do with how much you get in respect to your party members. I think they should award experience based off how much damage you did to your target as a ratio to its total health. if a monster were to get healed for some reason, that amount would also be subtracted from the total amount of damage you've done to it.
also, there would be a modifier if you got the killing blow, like (XP_gained_for_that_monster)*1.15 or something. lastly, I think there should be a modifier for "chain kills" if you will. this modifier should increase very slowly. ((XP_gained_for_that_monster)*1.15(if kblow))*(1.00+(.01*number_of_mosters_killed)) where number_of_monsters_killed would be the number of monsters killed within 4 seconds of eachother.
KILL...2 seconds...KILL..3 seconds...KILL...KILL...1 second...and so on
so for those who like visualization it would look like
((((Dt-H)/Mt)*Mx*N)*Kb?)*(1.00+.01*Kn)
Where Dt-H is total damage done to the monster minus the amount it was healed. Divide that by the monsters health and you have the percentage. Multiply that times the XP given by the monster, determined by its level and type, and multiply that by the number of players in the area (not the game). If you got the killing blow, multiply by 1.15 (or whatever an appropriate number would be), then apply the chain kill modifier and that's how much XP you get!
haha that was fun
oh one last thing to mention. with this method you would have to inflate the experience a lot with the levels, since a lvl 1 monster would offer say 5 xp to a lvl 1 pc, and also 5 xp to a lvl 50 pc (if fought solo). but still that wouldn't be too hard.
The only problem I see with the experience given by damage would be that if you actually need to use teamwork in this game and have classes like the Barbarian who are doing less damage but are taking all the hits so the damage classes can kill the monsters without being touched.
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Dream as if you'll live forever, and live as if you'll die today. "James Dean"
The biggest change I hated in one of the Diablo II patches was that they severely reduced the radius at which you had to be near a kill in order to gain the experience for it. Cooperative play is great, but when you're FORCED to be right next to someone to get experience from something they kill, that's not fun.
My friends would often complain that they were falling behind in experience because they stopped to look at an item that dropped. Being 2 screens away just isn't big enough.
How wide is the radius for gaining experience with your party?
2 screen a way is bad? i guess you are the ones that stood at the bloody foothills gates and leeched some exp...
im assuming it woud be bigger in d3 because you have the mini map on the top right, so hopefully it should be bigger. But i agree, its not fair. If you are in a party you should be able to get exp or loot no matter how far you are. IMO :confused:
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My friends would often complain that they were falling behind in experience because they stopped to look at an item that dropped. Being 2 screens away just isn't big enough.
How wide is the radius for gaining experience with your party?
My guess is it'll be about the same in Diablo III, either that, or you'll have to aid in the enemies defeat to gain experience.
My typical train of thought: Everything -> Sex -> Diablo
2 screen away is already big enough.
You gain experience in a party because you're (or at least) should help the party. If you're 2 screens away you're certainly not helping, naturally you don't get any exp.
Yeah definitely, there are more issues to this than whether or not you are helping the party or not by being two screens away.
Personally I like the idea of only getting exp if you are in that radius and attacking monsters. There aren't going to be any healer only classes so i think it would go well for Diablo 3 if they chose that option.
But one thing is not attack, other is sleep back and get exp by doing nothing.
I see no reason for this fear of being outleveled. If you don't want to be outleveled don't stay back for foolish reasons. In D2 when i was partying with someone and this person starts to slow down the group by not killing stuff i kill. Damnit i creat the game, i don't wanna leave and recreat my own game because someone is stupid.
If some really good reason forces you to stay back (like bathroom), well, nothing more natural then not geting EXP when you're not playing the freaking game.
2 screens is fair enough imo.
The problem is fixed by adding experience distribution according to the situation, by changing distribtution for whoever have the level closest to the monster's, and reducing (by a small amout) the experiance if the person is half the level behind. Lots of these types of parameters were added early in d2 battlenet patching (or so i remember having happened). Being lenient to prevent griefing is the key, although nothing can be done when someone disconnects.
ps: lower level (1-20) rushing was fixed nicely in d2, but not so much the rest.
Just kidding. Honestly I think the radius is just fine. Any bigger and you run the risk of people joining games, not doing anything and reaping all of the exp. I don't thnk some players falling behind for 1-2 fights so they can look at gear is that big of a problem compared to the other problem.
Find any Diablo news? Contact me or anyone else on the News team
Stop panicking over losing experience, its not that big a deal. If you miss 4 mob kills or max 10 cause you are looking at an item or two, it isnt the end of the world.
Also, if you are falling behind than you don't deserve the experience as much as the guy ahead of you.
Exactly! You tell these experience worrymongers. They have nothing to fear as long as they are staying in the action. Besides, has anyone thought of actually telling your party to wait a bit while you rearrange your inventory and pick up new gear?
It seems like every little thing that is released or that is a new idea generated , or even someone wondering if this and this will be in Diablo 3, makes such an uproar with fans on this site.
I have advice to you whoever is about to flame me: Relax and go run around outside for awhile. it does wonders.
I don't think they will remove this aspect of the game, it will only be more like WoW.....
All they would have to do is add a maximum level requirement to areas in the game while in a party...... But nooooooo.........
you think wow had slow leveling? :confused:
but chya blades is right, there will always exist a relative "power leveling" technique that will be adopted by a large part of the community.. besides, people don't *have* to power level. you say they would be missing out on "experiencing" the game, but they are in fact "experiencing" the game just how they want to.
anyways, regarding the party experience radius, I think that they should give experience to everyone in the killer's screen and up to approximately two-and-a-half screens over.
judging by the size of the screens in the videos, i think this is a big enough distance where a teammate could go on a small tangent while not allowing someone to burn through a dungeon while allowing everyone else to afk at the beginning and get full experience.
however, i don't believe it should be a fixed ratio of experience based off level comparisons. in fact, I don't think level should have anything to do with how much you get in respect to your party members. I think they should award experience based off how much damage you did to your target as a ratio to its total health. if a monster were to get healed for some reason, that amount would also be subtracted from the total amount of damage you've done to it.
also, there would be a modifier if you got the killing blow, like (XP_gained_for_that_monster)*1.15 or something. lastly, I think there should be a modifier for "chain kills" if you will. this modifier should increase very slowly. ((XP_gained_for_that_monster)*1.15(if kblow))*(1.00+(.01*number_of_mosters_killed)) where number_of_monsters_killed would be the number of monsters killed within 4 seconds of eachother.
KILL...2 seconds...KILL..3 seconds...KILL...KILL...1 second...and so on
so for those who like visualization it would look like
((((Dt-H)/Mt)*Mx*N)*Kb?)*(1.00+.01*Kn)
Where Dt-H is total damage done to the monster minus the amount it was healed. Divide that by the monsters health and you have the percentage. Multiply that times the XP given by the monster, determined by its level and type, and multiply that by the number of players in the area (not the game). If you got the killing blow, multiply by 1.15 (or whatever an appropriate number would be), then apply the chain kill modifier and that's how much XP you get!
haha that was fun
oh one last thing to mention. with this method you would have to inflate the experience a lot with the levels, since a lvl 1 monster would offer say 5 xp to a lvl 1 pc, and also 5 xp to a lvl 50 pc (if fought solo). but still that wouldn't be too hard.
RIP: Demon Hunter: lvl 50 | Barb: lvl 60 (plvl 5) | Monk: lvl12 & lvl70 (plvl 200)