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Jun 13 2017 05:05pm
Quote (Bozzano @ 13 Jun 2017 23:29)
what about ppl who play in hc?


This would be for everyone, there's no difference between hc and sc.
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Jun 13 2017 05:16pm
Quote (RistVaLL @ Jun 14 2017 05:09am)
This is the dumbest thing I've heard 5+ stats is NOT 5% dmg... all weapons except for charm have less than 1stat=1ee
and even if it was 5ee that's not 5% more dmg.
____ If you are blind to the statement, then you don't see past your own existence. Without insulting your intelligence, think about the allocation of stat points other than pointing out the obvious 0.95% _____

"There is no need for this in my opinion, just like everyone else has stated in many suggestion threads, get used to the changes and stop complaining... OR...
better yet, an update that is well overdue with more content than just 1-71 runs and minuscule prof gain. "

Yet again you suprise me with ur crap, where do you even get this from? This update would probably be one of the best we could have, making more ppl want to climb.
If you want more prof, go explore, if you want to mq, go whistle. It's pretty simple.


____That's my fucking point... bitching because you want the game to be easier/faster, and what happens, more nerfs happen, that is what happens, so, this update is fancy smancy, only thing that changed was all the colourful shit to cover up all the nerfs that even this suggestion has pointed out other than Heal Mastery... EXP Penalty introduction, Less drops for higher level characters killing lower level monsters and it keeps on going on... now you want it resolved, just like welling in town, it ain't coming back ____

Quote (Paparick @ Jun 14 2017 06:42am)
You're off your med's again??


I can't stop taking my heart medication, so I suggest you stop taking your Lithium while drinking your Beer.

Quote (HylianHero @ Jun 14 2017 05:45am)
Wouldn't matter if everyone had 0% or not. Niclas already stated the problem, 99% of the community is lazy, and unless you FORCE the fatties that backrow every climb to drive, you will be doing it if you want to run in a group. I've watched people on the highest class leave games when I told them drive or gtfo, and I have left games when I've driven 2-3 in a row and am the lock/hunter/alch. So this suggestion is moot really, and would ONLY benefit us if we are soloing imho.


This above sums it up.

Garnier also had a great idea... my preference is more for this idea, but, once again i would vote No, it again only deals with group climbs, and again, people want it to be faster/easier.

Quote (Bozzano @ Jun 14 2017 10:29am)
what about ppl who play in hc?


Not many full groups because of player-base, also doesn't really make a difference because most of the groups range around 3 ppl maximum.
_________________________________________

Anyway, after all the comments, how about add to idea if it was implemented. Scale experience gain/penalty from solo'ing up to a full group, example:

Solo = 25% experience gain
Duo = 20% experience gain
Trio = 15% experience gain
Quad = 10% experience gain
Full = 05% experience gain

Note: Only if the experience gain penalty per character class was removed. So doesn't matter what character class you are on, you gain XP by way of grouping.
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Jun 13 2017 05:26pm
Quote (izParagonzi @ 14 Jun 2017 01:16)
____That's my fucking point... bitching because you want the game to be easier/faster, and what happens, more nerfs happen, that is what happens, so, this update is fancy smancy, only thing that changed was all the colourful shit to cover up all the nerfs that even this suggestion has pointed out other than Heal Mastery... EXP Penalty introduction, Less drops for higher level characters killing lower level monsters and it keeps on going on... now you want it resolved, just like welling in town, it ain't coming back ____



I can't stop taking my heart medication, so I suggest you stop taking your Lithium while drinking your Beer.



This above sums it up.

Garnier also had a great idea... my preference is more for this idea, but, once again i would vote No, it again only deals with group climbs, and again, people want it to be faster/easier.



Not many full groups because of player-base, also doesn't really make a difference because most of the groups range around 3 ppl maximum.
_________________________________________

Anyway, after all the comments, how about add to idea if it was implemented. Scale experience gain/penalty from solo'ing up to a full group, example:

Solo = 25% experience gain
Duo = 20% experience gain
Trio = 15% experience gain
Quad = 10% experience gain
Full = 05% experience gain

Note: Only if the experience gain penalty per character class was removed. So doesn't matter what character class you are on, you gain XP by way of grouping.


You are so off from this game and think you have any clue at all what's going down.
This would not be a fix to make it easier / faster
This is a fix so ppl actually keeps playing being able to share drive with others.

It's funny that you are more for Ben's suggestion that would amke it even more broken, because that means ppl would play feeders to actually use xp gear and make HELL OF ALOT faster climbs again. But yeah im all down for that if that's what you're asking for. You're going against ur own arguments.

_______________

Also if you guys are thinking of ur prof gain, that is also a fact that it would be better having the lower classes driving, because today when we are pretty much forced to play with the highest class driving EVERYONE gets less prof.
If everyone was at the same exp all the time and lvl'd at the same time this would never happen and prof wouldnt be as bad.

________________

I dont even know what you're all negative for, is it because you cant come up with any actually useful suggestions urself you have to be negative against others suggestions that actually make sense?


ONCE AGAIN, THIS FIX WOULD NOT BE TO MAKE GAME FASTER, IT'S THERE SO PPL CAN PLAY MORE AND LONGER DURING A SEASON.

I understand why you ppl on hardcore are all salty about it because you guys dont have anyone to play with and that's all fine

It would be nice to actually have feedback from ppl who play the game and not from drunken slackers.

"Anyway, after all the comments, how about add to idea if it was implemented. Scale experience gain/penalty from solo'ing up to a full group, example:

Solo = 25% experience gain
Duo = 20% experience gain
Trio = 15% experience gain
Quad = 10% experience gain
Full = 05% experience gain
"

This already exist..... you df

This post was edited by RistVaLL on Jun 13 2017 05:28pm
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Jun 13 2017 05:27pm
well nvm.. but solo exp gain is allready alot higher than group exp gain per monster..

i guess the main point was to not let people get a too much exp difference when playing different classes which could actually be helpful

This post was edited by ahs_darkhunter on Jun 13 2017 05:30pm
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Jun 14 2017 01:44am
Quote (ahs_darkhunter @ 14 Jun 2017 00:27)
well nvm.. but solo exp gain is allready alot higher than group exp gain per monster..

i guess the main point was to not let people get a too much exp difference when playing different classes which could actually be helpful


maybe it was intended for soloing. i imagine, that the intentional idea was higher class = stronger = kills faster => exp panality (there were no groups ;) ). Then groups got introduced, but this aspect did not get addressed. another aspect is, that you had 3 doors for all classes, so the higher classes should pass slower, by means of leveling slower. then increasing door numbers got introduced, but the penality persisted...

its an old design, which never got adapted to the introduced changes, i guess.

This post was edited by derDrops on Jun 14 2017 01:44am
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Jun 14 2017 01:45am
Quote (RistVaLL @ Jun 14 2017 12:26pm)
so on and so on... etc

This already exist..... you df


It isn't about cores... it doesn't make any difference right?

Yes, increase to xp has been done for solo runs etc, but, I stated "if" it was implemented, then increase the xp gain for size of group by scaling effect, I thought it was obvious to do this again... alas... it has to be pointed out my intention and not your interpretation.

The game needs more content to increase player base instead of the standard 1-71 climbs which are mostly whistling, where it has been pointed out, that groups character levels are 'closer' when exploring in comparison to 'whistling', thus group play should be dealt with by the party it creates and what is available (like glyphs, potions, totems etc).

The game needs more content, maybe like these:

A Potion or Totem which gives 5% experience gain until that character MQ's.
An objective that increases experience gain by 1-5% to all party members (Amount appears on character screen)
... As we know, potions & totems are extremely hard to find, so, there should be an increase of the droprate.

Outside of the 'experience penalty' and what I posted, these things can also be used for other matters, like Prof gain, but increasing the Max of 10.
The thing that most people don't realise, even if you increase Max prof from 10 to 20 doesn't make much of a difference with all the penalties and
the fact that in a group and also solo with decent gear, each wave will be completed before 20 actions are done (other than 'evil presence' etc).

There is no need to remove the penalty at all... and again, full group climbs are fast enough as it is.
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Jun 14 2017 02:36am
Quote (izParagonzi @ Jun 14 2017 03:45am)

Snip-
There is no need to remove the penalty at all... and again, full group climbs are fast enough as it is.


the suggestion is not about making climbs faster, it's about not making the players with the highest class (usually most time put in) have to drive/whistle.

That's all, cause "driving" every climb sucks and the way the current system works higher classes have to.

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Jun 14 2017 05:35am
Quote (SilentXer0 @ Jun 14 2017 09:36pm)
the suggestion is not about making climbs faster, it's about not making the players with the highest class (usually most time put in) have to drive/whistle.

That's all, cause "driving" every climb sucks and the way the current system works higher classes have to.


It sucks, so does a lot of the changes or nerfs beforehand... they sucked... yet, we still have to 'suck-it' because those nerfs/changes don't and won't come back.
So... instead of bitching about them, come up with something new.

Shit... people here bitch about other suggestions like more content, that they don't realise that all they are asking for is the old system like welling in town to come back or the old transmuting days...
it boils down to this, Paul won't re-introduce old shit, he MAY decide to add in new shit if it doesn't compromise the previous shit that was removed.

Driving sucks... get over it (just like everyone has stated for over 5 years) and move on!
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Jun 14 2017 11:04am
Quote (a_hotter_otter @ Jun 13 2017 04:45am)
Actually what it would do is just screw up the drops even more because the feeder would often be higher level, which Paul nerfed into incompatibility. It's best that the driver has an exp penalty so most of the time the killers are the same level as the mobs to kill.


if there were no exp penalty everyone would be same lvl minus diff to exp gain on gear
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Jun 14 2017 12:15pm
/bends over to talk like Ace Ventura (aka talking out my ass here...)

What about adjusting the exp in groups ONLY

AND

Make it so that the ENTIRE group adjusts to the HIGHEST char's exp penalty (regardless of who is driving)?

Examples:

1 - Alchemist is soloing, still -35% exp.
2 - Headhunter joins the group and they begin exploring/whistling - HH's exp penalty shifts to match, from -30% to -35%
3 - Rogue joins the group - Rogue's penalty shifts to match Alch's - to -35%
4 - Alchemist leaves the group - Rogue and HH penalties shift to match HH (as the highest class char in group), from -35% to -30%

This solution would remove the issue of higher class chars falling behind if they are not driving, while not effecting the overall balance of higher chars climbing slower.

This post was edited by ItsLotd on Jun 14 2017 12:15pm
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