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Mar 22 2025 05:45am
There used to be a bonus to drop rates in guild only climbs, not sure if it has been removed or if it still exists. It was mentioned in the help & guides section previously, but I can’t seem to find it anymore.
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Mar 22 2025 05:52am
There used to be a bonus to drop rates in guild only climbs, not sure if it has been removed or if it still exists. It was mentioned in the help & guides section previously, but I can’t seem to find it anymore.


I think it was in one of the old LS update topics that was in the huge list of Ricks sticky-topic, but that one was removed years ago

And if that is still in act, we get more xp/drop/quality from guildonly games ever since that update. But if it is still there since the first rewrite of the game, no clue. We've talked about this alot of times, but it's hard to base it on XP alone because it would take the exact same group pretty much to test it out.

Those bonuses was something like: 2% exp per player, 1% drop per player etc etc, but i dont remember exactly, and im faaaaar too lazy to even try find that old updatetopic ^^
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Mar 22 2025 09:33am


May be what you are looking for
https://forums.d2jsp.org/topic.php?t=3770403&f=272&o=20

Post #26
- If your party only contains members of the same guild, you will get a +1% Experience and +1% Item Drop bonus per guild member in your party. If someone that is not in your guild is in the party, you will get no bonuses at all. There are no partial bonuses.
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Mar 22 2025 10:48am
^NR1 ^RabbitRoyal

May be what you are looking for
https://forums.d2jsp.org/topic.php?t=3770403&f=272&o=20

Post #26
- If your party only contains members of the same guild, you will get a +1% Experience and +1% Item Drop bonus per guild member in your party. If someone that is not in your guild is in the party, you will get no bonuses at all. There are no partial bonuses.


yup
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Mar 22 2025 11:09am
So wait...

Your suggesting making useful?
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Mar 22 2025 04:14pm
Voted Any Group 2 or more

Either way you look at it, it gives incentives for group runs like Paul has always wanted. Solo'ers miss out I suppose. However, it is their choice, either solo or join up with 1 other player.
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Mar 22 2025 10:35pm
If you wanna base it on Paul’s vision for the game, maybe make the extra bonuses take effect during different conditions other than just group/guild only.

One of the things it seemed like Paul was passionate about was players playing the whole game and not just one small aspect of it (he was referring to whistling at the time).

Maybe one of the conditions could be 3+ players in guild only
But maybe the extra bonuses could be based on other things depending on the RNG of the event:

Additional bonuses during:
-Solo play
-Below level 30
-Above level 71
-Aboce level 100
-Down trapdoors
-When not in trapdoors
-While whistling
-After 4 objectives have been completed
-In normal catacombs
-In maps
-When fighting monsters higher than your level
-When fighting monsters lower than your level
-When fighting normal monsters
-When fighting EPs
-When fighting objective monsters

In the past we used to have an event mod that would sometimes spawn which was something like “when in maps.” I believe that was 2016 or 2017? In any case, I think anything that gets people to play aspects of the game they wouldn’t normally play would be cool and I feel like that would align with Paul’s vision.

To be honest, I think Paul is already a lot happier with how players are playing his game than he was back when all of the “activity” was 4 players waiting at lvl 1 for a 5th player so they could whistle 1-71 then wait at lvl 1 again for all those GP daily or weekly we mentioned above ;)
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Mar 25 2025 10:02pm
If you wanna base it on Paul’s vision for the game, maybe make the extra bonuses take effect during different conditions other than just group/guild only.

One of the things it seemed like Paul was passionate about was players playing the whole game and not just one small aspect of it (he was referring to whistling at the time).

Maybe one of the conditions could be 3+ players in guild only
But maybe the extra bonuses could be based on other things depending on the RNG of the event:

Additional bonuses during:
-Solo play
-Below level 30
-Above level 71
-Aboce level 100
-Down trapdoors
-When not in trapdoors
-While whistling
-After 4 objectives have been completed
-In normal catacombs
-In maps
-When fighting monsters higher than your level
-When fighting monsters lower than your level
-When fighting normal monsters
-When fighting EPs
-When fighting objective monsters

In the past we used to have an event mod that would sometimes spawn which was something like “when in maps.” I believe that was 2016 or 2017? In any case, I think anything that gets people to play aspects of the game they wouldn’t normally play would be cool and I feel like that would align with Paul’s vision.

To be honest, I think Paul is already a lot happier with how players are playing his game than he was back when all of the “activity” was 4 players waiting at lvl 1 for a 5th player so they could whistle 1-71 then wait at lvl 1 again for all those GP daily or weekly we mentioned above ;)


Well dang, talk about something that wants me to make a minimum of 100 suggestions with the inclusion of a ton I have already posted..

The idea is sound and feasible... yet I don't know Pauls' intent or passion to Ladder Slasher (though I have heard some things from expired players.)

Whistle was an idea from others back in the day.... not sure if it was ideal. It makes faster runs for group & solo which is great ... "but" is the question with other updates and nerfs. Not including "Objectives". (YES I HATE whistle... so I end rant there).

It seems you have a Break-down of sorts:

#1: Solo this also applies to those in groups of 2+ I am guessing in conjunction with;
-Below level 30
-Above level 71
-Aboce level 100

#2: Condition(s) to:
-In normal catacombs (Condition A)
-In maps (Condition A)
-While whistling (Condition A1)

#3: Number 1 & 2 conditions apply a % increase to the following:
... -Down Trapdoors consecutively.
... -Completion of 4 objectives or More
... -When fighting normal monsters * Ref A
... -When fighting monsters lower than your level * Ref A1
... -When fighting monsters higher than your level * Re A2
... -When fighting EPs
... -When fighting objective monsters

* Ref: These apply with different conditions:
... A = Monsters Spawned at your characters level (100% of the time if whistling)
... A1 = Monsters Spawned below your character level (100% of the time if lowering level of a your Whistle command)
... A2 = Monsters Spawned higher than your character level while EXPLORING the catacomb or Map (unless Map monster level has been reached from Cap).

I hope I got some of this correct... as I stated, it is feasible and a good idea, there are also a ton of other things that should be added or removed for this type of update.

Solo Objectives need to be re-written and amount of players for objectives etc.
Minimimum / Maximum Monster spawn per wave solo or in group ... I solo, I prefer to be shocked and have like 9 monsters appear.... however, items need to be changed... remove Tier I & Tier II items altogether and the items when creating a NEW character to Tier III items and FULL items, not just 2 items.

There are a ton of things that would need changing... Whistle monsters above your character level... include this in solo & group runs with drop QQ (Quality & Quantity) etc.

This post was edited by izParagonzi on Mar 25 2025 10:07pm
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Mar 25 2025 10:23pm
Well dang, talk about something that wants me to make a minimum of 100 suggestions with the inclusion of a ton I have already posted..

The idea is sound and feasible... yet I don't know Pauls' intent or passion to Ladder Slasher (though I have heard some things from expired players.)

Whistle was an idea from others back in the day.... not sure if it was ideal. It makes faster runs for group & solo which is great ... "but" is the question with other updates and nerfs. Not including "Objectives". (YES I HATE whistle... so I end rant there).

It seems you have a Break-down of sorts:

#1: Solo this also applies to those in groups of 2+ I am guessing in conjunction with;
-Below level 30
-Above level 71
-Aboce level 100

#2: Condition(s) to:
-In normal catacombs (Condition A)
-In maps (Condition A)
-While whistling (Condition A1)

#3: Number 1 & 2 conditions apply a % increase to the following:
... -Down Trapdoors consecutively.
... -Completion of 4 objectives or More
... -When fighting normal monsters * Ref A
... -When fighting monsters lower than your level * Ref A1
... -When fighting monsters higher than your level * Re A2
... -When fighting EPs
... -When fighting objective monsters

* Ref: These apply with different conditions:
... A = Monsters Spawned at your characters level (100% of the time if whistling)
... A1 = Monsters Spawned below your character level (100% of the time if lowering level of a your Whistle command)
... A2 = Monsters Spawned higher than your character level while EXPLORING the catacomb or Map (unless Map monster level has been reached from Cap).

I hope I got some of this correct... as I stated, it is feasible and a good idea, there are also a ton of other things that should be added or removed for this type of update.

Solo Objectives need to be re-written and amount of players for objectives etc.
Minimimum / Maximum Monster spawn per wave solo or in group ... I solo, I prefer to be shocked and have like 9 monsters appear.... however, items need to be changed... remove Tier I & Tier II items altogether and the items when creating a NEW character to Tier III items and FULL items, not just 2 items.


There are a ton of things that would need changing... Whistle monsters above your character level... include this in solo & group runs with drop QQ (Quality & Quantity) etc.


Wow this is the Rex I've been waiting for :drool:

I am impressed with your analysis with A, A1, and A2 which is to my knowledge, mostly correct.

With the part in bold... Sure that would benefit my playstyle and yours, but I don't believe that this needs to happen (or will happen) in order for this kind of update to work. We're just spitballing here ofc, but would you not take some/all of these proposed changes if the part in bold were not also changed? I sure would. ;)
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Mar 25 2025 10:41pm
Wow this is the Rex I've been waiting for :drool:

I am impressed with your analysis with A, A1, and A2 which is to my knowledge, mostly correct.

With the part in bold... Sure that would benefit my playstyle and yours, but I don't believe that this needs to happen (or will happen) in order for this kind of update to work. We're just spitballing here ofc, but would you not take some/all of these proposed changes if the part in bold were not also changed? I sure would. ;)


Okay, that Section of my post is dramatic in a sense, so I will let it go!!! Personally I would have liked two(2) separate servers, one Hardore and one Softcore. This would be a dynamic change and coding easier and certain updates revisited.

So, YES... the changes would be beneficial for both Solo and any Group runs, the only thing I think you have NOT mentioned in the Directives (Conditions) would be:

Guild ONLY vs Normal Group runs... this could also be a Condition if I am not guessing right.


EDIT #2: I forgot to mention.... when facing an Evil Presence(EP), the benefit is 2x Experience Points of a Normal Monster that would have appeared... so... the EP spawned could have been lower level than your character level, thus you get 2x Exprience Points for the kill, this also goes with spawning at your character level or higher. As for the Drop QQ, this is RNG, the experience GAIN is NOT RNG.

EDIT #3: I have not determined the the Monster Level of a Welled item, all we know is that it is the same as the Tier we drop Into the Well ... this indicates the Monster Level vs character level... however, others have pointed out that welling in a Map doesn't change the level of the monster spawned from an item right... others have said when they have fallen into a Trap Door and had a Well map, the Well monster produced better items? Been a year or more when mentioned.

... Note: when you fall into a trap door, the catacomb size increases to the Monster Level (Trap Door) and NOT the character level Catacomb... so does it effect a Map Well monster spawn?

This post was edited by izParagonzi on Mar 25 2025 10:55pm
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