Basically I’m suggesting that gaming companies collect enough points of identity to really know who a person is and then grant them a ‘verified’ status. I’ll outline it here and it’s simple enough. I’ve been discussing this topic oven on Metahead’s ban wave post, and I’m curious what you and the others in this thread think about my proposed solution of a gamer verification process. Saidosha, Great post, it’s nice to see this issue discussed by someone with real experience. The reward of Challenge Rift is somehow the answer from designers, which is kind of giving everyone a casual-player level reward. Giving casual players huge amount of XP is the worst because that would be 10x, if not 100x, what they usually get in a season. It’s also bad to give solo players the same amount of rewards because that enlarges the gap between core players and casual players. The came is punishing solo enough, so this sounds bad. Paragon-wise, what actually matters is paragons beyond 800.Ī core solo player may have 1300~1500 paragon or ~600 beyond 800.Ī core group player have 2x or more paragon gain (I’m not even talking about XP gain) per day of a solo player, which ends up to ~2000 (~1200 beyond 800).Ī solo botter can easily get 3000+ paragon which is 4x of solo player.Ī core group player using his spare time to bot, however, may have 5000+ paragon which is close to 8x of a core solo player.īuffing group players to somewhere close to botters hurt solo players. The only thing you can give is paragon, or XP. Giving everyone gears/mats is not a good idea because it breaks the game’s core interest. I was thinking about it recently and find it hard to balance in D3 because of the exponential increase of everything. You can imagine here, that you could get higher XP, drop rate, etc… for a period of time. If done correctly, it can mitigate the differences between 24/7 play and more human hours. The idea or variants have been implemented in other games and is termed resting bonuses.
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