Diablo 3 Fan ask about party play in Diablo 3, and its get clarified.
Blizzard has repeatedly that they want to encourage people to play together and not just join a game and go off on your own. How do you think they will accomplish this?
If there is a benefit (enhanced chance of high lvl drops maybe) for playing in games with more people many are gonna want to go off on their own to gain those benefits without doing exactly what the other players in the game are doing.
I think one way to solve this would be to only apply those benefits if players are within a certain radius of eachother. This would work similar to an aura that triggers and applies an icon to the corner of your screen showing that drop % is increased for you or whatever the benefit was. In a 3 player game this triggers when 2 people are close and scales up when the 3rd person arrives. In a 4 or more player game it triggers at 3 people and scales when the 4th player arrives (this would prevent people from going off in two groups of 2)
This could be fairly large radius such as the same level of a dungeon or the same outdoor zone. Maybe it needs to be smaller or larger, this would be determined in beta after some testing.
I just think that to encourage people to stick together there has to be some kind of benfit applied only in proximity of the other players or people are just gonna go off and do what they want to do.
Bashiok replies: try to clarify the Diablo3 limitation in party play.
The distance limitation you’re speaking of in being considered an active participant already exists in the game.
Playing in groups benefits partly from the per-player item drops, but also an increase in items-per-minute ratio due to groups killing faster than a single player. The amount of items dropping with each additional player is slightly higher than if those players were to just play in their own games. Now, that’s slightly deceiving because we’re talking about the entire pool of drops, but actually each player sees and receives an equal* portion, so in this case we’re looking at the drops as if they were shared completely freely within the group. This may not be the case for all items or groups.
Still, if you have three friends and you’re all buddy-buddy with each other and sharing everything, the benefit of playing together for item drops is noticeable. If you’re all being very stingy and not sharing anything, or just throwing out the crap, you’ll still see a slight increase just from killing speed.
But anyway, with all that in mind, there is already of course a distance limit in which you’ll be considered an active participant in a monster kill to be able to receive a drop from it. If you’re out of range and someone in your party kills something, you don’t get a drop from it. It’s a very obvious solution to deal with a very obvious issue. And the range is fairly forgiving.
So with that settled our focus turns to helping groups help themselves through various mechanics to keep everyone together. To make sure that playing in a group is not only beneficial, but to see if we can help remove or alleviate as many of the burdens that make grouping sometimes less desirable. But those are specifics for another time.
(*In this case it is relative to the amount of time played. All things being equal on a long enough time line the drops would reach a point of being almost exactly equal. In any given game though one player could simply be luckier than the others.)
Clarifaction about active perticipation in Diablo 3.
Q u o t e:
By the sounds of it, being an “active participant” simply means you have to be within a close proximately of the monsters on death, but that does not mean that you will actually need to help in any way, shape, or form in killing it.
If you did need to damage every enemy in order to get a drop from it we would essentially be requiring all players who wanted to play in groups build their characters for AoE damage. It would then be enforcing the exact opposite of teamwork. Everyone would be going crazy trying to do as much damage to as much as possible so they could try to get a drop off of it.
We could then rename the game to Antithesis of Fun
Q u o t e:
Correct me if I’m wrong, but isn’t that the exact same thing that is happening in Diablo II baal runs, where there are 1 or 2 Hammerdins killing everything and the rest of the players is composed of leechers doing nothing more than picking up the drops?
There’s nothing wrong with the idea of friends running other friends through the game. Have a friend with a higher level character? Cool, have him help you through the game if you want. That doesn’t mean we won’t have some limitations or slight impedances, for instance we probably wouldn’t want it to figure out to be the best way to level, but the general idea of friends helping friends is a positive aspect and something we want to retain as best as possible.
Answer about Diablo 3 AOE party damage and healing classes:
But, from a game feature side, it sounds like what you’re actually asking for are game moderation options. Such as the ability for the game creator or game participants to kick, ban, squelch, etc. And maybe those are some possibilities, maybe, but they themselves could easily be turned around and used as griefing tools themselves.
There are solutions. I don’t think it’s a problem that warrants a lot of time at the moment though.
Q u o t e:
Okay, I could understand this somewhat. Maybe Diablo III will have a Healer-type or support character that simply helps the party with buffs or by a less-than-direct means than just damage. And it’s very possible that some classes may not have an AoE skill, or some players may simply choose not to use them, and I compeletely agree that it would be more fun if drops were given to these players in the party regardless, as long as they are actually doing *something* to contribute to the party, whether by buffs, healing, or some other actions. The problem I personally have is just those that do nothing but leech, or the players that do absolutely nothing to contribute to the party but is shared equally in the rewards. Again, the example of baal runs in Diablo II comes to mind. In baal runs, we often see AFK naked characters wielding nothing but Ondal’s Wisdom for the 5% to Experience Gained sitting in the corner or within that distance that you were talking about for Diablo III inorder to “earn” the rewards without actually doing anything. Sometimes they are not even AFK, so they run around and pick up the drops, and again, this sounds like it could be done in Diablo III, with or without bots. Maybe it’s just me, but I have never thought that leeching or having leechers follow me around all day doing nothing but picking up the loot from my kills was a whole lot of fun.Players joining your games that do something to annoy you will always be a problem as long as you allow them to. So really the simple solution here is to not play in publicly open games.
Maybe Diablo III could do something about leeching, if it’s believed to be a problem, by using some different tactics that a few other games use? A game that I play called RuneScape attempts to prevent leechers in one of their minigames called Soul Wars by using what they call an “activity bar”. Every player has an activity bar that decreases over a period of time and when it is depleted entirely, the player then loses out on the drops and whatnot that they would have normally “earned” if they were actually participating in the game. The activity bar replenshes based on the types of activities that the player does so it’s really just a simple counter to leechers. If the player uses a spell or an attack on a monster, it could replenish. If the player heals or buffs a party member, it could replenish. If the player picks up Life or Mana Orbs, which helps the entire party, it could replenish. In other words, the only way for the activity bar to ever reach 0% is if the player does nothing at all but pick up items and/or leech. Even if the player is making but one attack every 60 seconds, it is still a hell of a lot better than what is being done in Diablo II’s baal runs.