also ich bin für party exp weil ich nur in ner party spiele ! mcht einfach mehr laune mit anderen^^
wenn ich alleine spielen will kann auch sp gehen !!!
aber das wäre für mich zu langweilig
Mfg björn
das wäre echt super wen sich das einrichten lässt weil wir zum teil nur zusammen spielen und alleine hat nicht wirklich einer von uns beiden lust ;)
Huhu wollte mal fragen wieso man alleine mehr exp als in einer party mit jemanden bekommt ist das beabsichtigt oder ist das nicht gewollt?Wenn also die Partyeinstellungen wie in LOD 1.10 (abgesehen von der Party-"Reichweite") sind, dann heißt es, zusammenbleiben, die selben Monster bearbeiten und durch größeren Speed schneller an mehr XP kommen. Da kommen die XP her, es ist nicht so, dass Monster, wenn man in einer Party spielt, auf einmal einen riesigen Batzen mehr Erfahrung geben (eine 2-Mann Party erhöht die XP pro Monster "nur" um 35% zusätzlich zu dem Teil, der wegen einer größeren Zahl Spieler im Game zustande kommt und nur, wenn man zusammen unterwegs ist).
weil wäre echt toll wen es mal geändert wird alleine jeden tag zu zocken ist echt scheiße auf deutsch gesagt und es wäre doch mal ne schöne sache wen man mal im 8er game durch labby oder so rennt
mfg
ja, nur wenn nicht mal der original code funktioniert..Reduziert man die Reichweite des Screens, "zwingt" man die Leute dazu, zusammenzubleiben und auf die selben Monster einzuprügeln, was letzten Endes genau den gewünschten Effekt erzielen würde: mehr Speed -> mehr XP. Allerdings wird Party sinnlos, wenn man außerhalb dieses Screens geht, weil es dann keinen zusätzlichen Bonus an Erfahrungspunkten gibt, oder umgekehrt ausgedrückt: ein zu kleiner Party-Screen sorgt dafür, dass Leute die zusammenspielen wollen, sich zu schnell aus den Augen und damit die Bonus-XP verlieren. (Eine Reichweite von einem Screen wäre in meinen Augen einfach schlichtweg zuwenig [man bedenke, dass man teilweise auch ausweichen etc. muss])
ichkann aber das 1.10 verhalten noch einschalten..dann kann man zumindestinnerhalb eines levels zusammen spielen, sofern man 2 screensauseinander ist..kann es evtl auch auf einen runterschrauben
Anzahl Partymitglieder im selben Gebiet | Erfahrungspunkte |
1 | +0% |
2 | +35% |
3 | +70% |
4 | +104% |
5 | +139% |
6 | +174% |
7 | +209% |
8 | +243% |
>INVITE: Press this button to invite the player to join your party.If no button appears, then the player is not available - because that player is already a member of another party. You may not invite them until they leave their current party. Of course, they could invite you to join theirs.
CANCEL: After inviting the player (but before acceptance), you may withdraw the invitation by pressing this button again.
ACCEPT: The player has invited you to join a party. Press this button to accept the invitation.
Party Relationships Each player has 2 possible relationships with all other players in the game -- Neutral (the default) and Hostile. Changes to your relationships are made in the Party screen. (Press 'P' to bring it up.) Here is how the settings work: Hostile: You can target players with this setting - just as if they were monsters. If Player X goes Hostile to Player Y, then Player Y automatically goes Hostile to Player X in return. If Player X goes Hostile to Player Y and then goes Neutral, Player Y remains Hostile to Player X until Player Y chooses to go Neutral to Player X. A player can go Hostile only while in town. The other player can be anywhere. If a player goes Hostile with a member of a party, all other members of the party willgo Hostile with that player in return. If a player attempts to go Hostile to a fellow Party member, that player is simply dropped from the Party and becomes a regular Neutral. Neutral: You cannot target players with this setting. If you try to target a particular Neutral player, the true target instead shifts to a nearby monster, Hostile player, or simply the ground. You cannot directly harm a Neutral player. Neutral players may form a Party together. Party members share equally in gold and experience points. Certain skills, like Paladin Auras and Barbarian Warcries, apply to party members, too. NOTE: You receive a message whenever players change their relationship settings with you. Experience is Shared within a Party The total experience earned for killing a monster is increased by 35%when a party member of the killer is in the same named area, defined asthe "level" on the Automap. Then the pool is divided as explained below: For each party member the total Experience earned for killing a monster is divided into shares -- where each member's fraction of the total Experience is equal to the member's level divided by the sum of all the members' levels. After this Experience Share is computed, it is multiplied by another percentage that is computed on a sliding scale that is based on the difference between your character's level and the monster's level -- regardless of whether you are in a party or not. The sliding scale applies if the level difference is between 5 and 10. If the level difference is relatively small (5 or less), you get 100% of the Experience Share. If the level difference is relatively large (10 or more), a minimum amount (5%) of the Experience Share is earned. Thus, high-level characters killing low-level monsters get only a small amount of experience. Similarly, low-level characters killing high-level monsters get only a small amount of experience, as well. This is done so that a level 5 character running around with three level 20 characters isn't getting ridiculous amounts of experience for the higher level monsters which only his level 20 party members can destroy. Finally, party members share experience only when they are in the same named area, defined as the "level" on the Automap. Experience Restrictions Party Members must be a distance of about 2 screens from the monster death togain experience from party member kills. This prevents low-level characters from joining a party and then staying completely out of harm's way while still getting Experience. Gold is Shared within a Party When a party member picks up a stack of Gold, Gold is evenly divided among the members with any remainder going to the one who picks up the pile. Gold is only split when Party members are in the same level area or "zone" as shown on the Automap or party menu. You cannot turn Gold splitting off. Keep this in mind when trying to exchange Gold between party members and when picking up Gold dropped by other party members when they die. It's a good idea tokeep Gold in your Stash when in a Party to avoid Gold Splitting issues if you die.To exchange Gold among party members without splitting the Gold use the Secured Trading Screen in town. Otheroptions include leaving the party to pick up the Gold to avoid the split, then rejoin the party.You can also drop Gold in Town or an area, then make sure no one in the party is in thesame area when the pile of Gold is picked up off the ground. Improved Drops for Parties Every party member in the area of the kill increases the chance that stuff will drop (whether via monster death, chests, etc). Every two additional other players in the game (whether it's a non-party member or a party member in another area) count as one additional party member toward the extra chance for a drop. For example (for a sample baseline 25% drop): [/size]
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