Mechanics thread
"Let me rephrase the question in hopes that I get what I want out of the answer. When I'm in Chaos and I have 2 leechers standing at the entrance and I'm across the map, they get no XP, that much I know, as I've checked to see how far away they'll receive XP. The question is (get ready for made up numbers): If a mob would normally give 2000 XP, but because there are 2 extra people in the party they give a 150% bonus to XP (75% per extra party member) therefore giving 5000 XP, does that 5000 XP go straight to me? Or does it get chopped in 3 chunks (based on the level splitting up) and then only my chunk gets delivered to me? Or worse yet, does it not get bonused because the other party members aren't around? IGN: TheHammer Last edited by Milhausen#1019 on Mar 26, 2012, 9:13:19 AM
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god i love this game.
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how does glacial hammer + added fire damage support gem work with avatar of fire and the 3-5 damage buffs? (fire, melee, one/two handed, element, weap element) add in the aura that flattly increases damage too. i think that last one is "final".
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will they ever release a thread/page that shows all the current gems and the ones that they are currently working on?
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Under the direction of Sam and Qarl in Path of Exile I am writing here to express a complaint and issue with the experience-split-in-parties mechanic.
You get less experience in a party, and this sucks. The way you have it is that the TOTAL XP is increased, but it's SPLIT per player. Say having 2 people in a party increases the Experience by 75%, to 175% experience. Divided by 2 each player is actually only receiving 87.5% exp. Secondly, the monsters become so much tougher that I find lowbies tend to progress slower in a party. This part is OK, as the loot bonus makes up for it. The experience mechanic is completely broken though. I've tested it in a party of 2, noticing my level sag below the area level of zones as we progressed, even though we killed EVERYTHING in a zone. Even more so in a party of four. More proof? Look at the ladder. Every wipe people SOLO to rush levels. This is sad. More proof? If you start a party and enter an instance, then have one person leave the party and stay in the instance at the beginning, you will gain more experience than soloing because of the experience bonus not being split. For a multiplayer game there is little to no incentive to multiplayer pre-chaos. You might as well level to 55ish, then party for loot. Solution: Don't divide experience. I don't understand what the point is in making this mechanic complicated. Simplify: all players gain 100% experience as long as they stay close to each other. Increase experience value of monsters by 10% per party member. So simple and yet so obvious. Please atleast try this in a patch, I guarantee more people will party their way through the game instead of soloing, which you should encourage. Edit : more brilliant solution : Depending on if you want people to have big or small parties you can change the amount of xp added as the party increases: 2 examples Party of 2 (Po2) adds 10% total xp, Po3 adds 18%, Po4 adds 23%, Po4 adds 27% Po5:30% Po6:32% This means the larger the party the less bonus per person. This is something you might want to do to make players feel this way : Small parties for leveling, big parties for loot hunting. Or you could reverse it. Make the xp bonus get bigger as the party increases. Po2: 5%, 3:11% 4:18% 5: 26% 6: 36% (a slight percent more as bonus for reaching full party) This means that you want a full party to be the goal of all players. Loot wise and Xp Wise. You can do interesting things here, like do the same with the Loot Bonus mechanic. Have loot bonuses higher with small parties rather than big ones with the xp bonuses higher with big parties rather than small ones. Personally, I think the Diablo 2 route makes the most sense: Most XP and Loot from full party, but the factor of improvement decreases with each additional member. Last edited by adoomgod#2645 on Apr 3, 2012, 8:30:40 PM
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I dont agree to the most part.... my opinions:
-the rushers after a wipe, or in a race, do not party for avoid loosing exp, they do solo for knowing how to be fastest, and not needing the party to survive. -the main differences (exp related) is that in a party you 1) have the problem to act at the same pace and keep close to each other while storming forward - solo you can be as fast as possible) 2) you have to equip more then one char 3) you have to fight monsters with more life, taking more hits to fall If you take some strong builds, and play them with a team of experienced rushers, they will win the race against solists, IMHO. (not counted influence of luck) Reason: with a group of good players, you can survive much harder mobs, concentrate on the best, highest spots to level up. invited by timer @ 10.12.2011 -- deutsche Community: www.exiled.eu & ts.exiled.eu Last edited by Mr_Cee#0334 on Apr 4, 2012, 6:47:16 AM
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Wow, this one really helped
Thanks MCGusto For giving me beta key !
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My *only* problem with party experience is that if you are in a party and you split up, you start losing exp from the other half of the party. It shouldn't give experience based on where you are.
I'd like to think there is a simple solution, but I don't know that there is. Perhaps not giving exp if you haven't done damage in the last n seconds. IGN: TheHammer
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What a great thread. I think something that's dissuading people from grouping up is the global chat. As soon as I entered a game on the free trial weekend, the chat window just exploded. As I got into town, it started blocking the NPC's convo bulble!
I looked for a way to turn it off asap, as it was lots of players asking where to buy ident scrolls, or giving away spoilers. |
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" Well I've played for hours in parties and find we gain less experience per zone. PER ZONE. |
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