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Date Posted: 05:25:46 03/28/01 Wed
Author: Wil
Author Host/IP: NoHost / 209.216.158.129
Subject:
Gaming Etiquette....
I have borrowed this Gaming Etiquette Guideline from the United Legit Guild of Diablo which is an Alliance comprized of many Legit Diablo Guilds across the Web.
This is just a Gaming Guideline, but I wish to share with you all that in order to produce a quality game and above all else have fun, it is important to have such Guidelines to follow. I may post this in the Tavern as a resource for newer members. Here is....
Diablo II (Alliance) gaming etiquette
I. Introduction
This ground-rules document has been adopted by the United Legit Guilds of Diablo (ULGD) as an official policy describing the etiquette to be
observed while participating in Alliance-sponsored games. All members of the ULGD are expected to follow these basic rules and use common sense
during the games. Individuals who continually violate these policies will be reported to the offending member's guild for action.
We are very fortunate to have the opportunity to game with our friends in the Alliance games. However, we need to make sure that we treat one
another with the respect that they deserve. Included in this document is a description of etiquette for Alliance games, covering a variety of areas.
Because it is very easy to make a mistake, it is important to make every member of the alliance aware of proper multi-player gaming techniques.
II. Basic gaming etiquette
When creating an alliance game, please do not set a level or maximum player restriction. The lowest level character in the channel, or the previous
game, should be allowed to create the new game. This will allow the lower character to complete any quests that they have remaining.
When either you or someone else enters a game, anyone already in the game should check the new player's character level and then invite them to join
your party. The invitation to join a party should be automatic, unless it is obvious that the newcomer is not interested in playing as a member of the
party. If you are in the middle of avoiding death, send the invite as soon as you can safely do so. If you join a game and don't receive an invite after a
few minutes, and there is no conversation ongoing, wait a few minutes and then ask for an invite, just in case the members in the game are in the middle
of dying.
Remember that players with very different character levels may not wish to ally, so as not to lessen the lower level characters experience gain. If after
asking sending an invitation, the player does not wish to join in order to maximize his or her experience gain, understand that concern, and offer to help
if needed.
If the newcomer is only transferring items to a mule, they should let you know and not accept the invite. It gets frustrating to enter a game with 3 or 4
people at or near your character level who are all allied in a party, and they never remember to invite you. It also can help you if you get in a sticky
situation and a higher level character comes to rescue you. If they know where you are, help arrives much sooner.
Gold drops are much different in Cooperative games than public games. In general, the rule of thumb is to kill everything in the area first, then pick the
gold when the area is safe. Remember, as a party member you share gold with everyone in your party who is on the same map, so there is no rush to
grab it.
Item drops are similar to gold drops; pick up magic, rare and unique items after all of the monsters are dead. A good rule of thumb is to allow the
person who got the kill resulting in a rare or unique drop to retrieve those items. If it is not clear who killed the monster, which may happen when
ranged characters team up with melee characters, let the lowest level character(s) have first choice. If you find a rare or unique, inform all of the party
members of the item's identity. Items that can not be utilized by the finder should be offered first to other party members before being set aside for
muleing or cash sales. Identified magical items should be dropped in the appropriate area outlined below. At the end of the game your party can sell the
items and split the gold. This saves time and reduces the amount of gold you lose if you die during a game.
Remember that the first time you kill an act boss a unique or rare item(s) drops. It is possible to have 2 people (or more) in an act that have not yet
killed the act boss, but are ready to do so. When you get to the boss, decide who is going to land the killing blow and then let the other people who
have not killed the boss leave the area, so they do not get credit for the kill. Now kill the boss and collect the spoils. After you have finished the act,
offer to help the person who left the area kill the boss in a new game so that everyone gets their spoils. DO NOT leave them behind with a dead act
boss as you move on to the next act. They made a sacrifice for you, return the favor.
This may seem obvious but say thank you when someone helps you out. It is very easy to do, but can be easily forgotten. Give credit to those who
helped you get to where you are and offer to help the lower level characters, even if you don't get exp.
If during the course of gaming, you have not been able to read all of the messages that others were typing while you were trying to avoid death, take a
moment and scroll through the message log (by pressing "M"), just to insure that you did not miss anything important.
III. Item stash locations and sales
With four distinct acts in Diablo II, the need has arisen to distinguish areas within each act in which people can store items for personal use later. At the
same time there should be a spot within each of the four acts that are identified as areas for saleable items. Saleable items are defined as those items
that a party finds during the course of a game that do not have a value to any of the members other than the gold that could be raised from the sale of
that item. These items should be dropped in town and sold at the end of the game, with the money raised being split as evenly as possible. The
following list outlines the location in each act for saleable items to be dropped.
Act 1: Items for sale are placed immediately near Cain.
Act 2: Items in the area with Fara, Lysander, and Cain are sellable
Act 3: Items by Cain are sellable
Act 4: Items by Jamella and Halbu are sellable
If a player has an item that they do not want sold or taken it should not be left in any of these areas. Instead they should be placed in piles on the
outskirts of town in Acts 1-3. In Act 4 these items should be placed on the upper level with Cain, but against a wall. In the event of multiple players in a
game with such a stash of items, each player should message to all other players where their stash will be, to reduce confusion. New players entering an
established game should be aware that these stashes belong to players, and not investigate their contents without permission. Even non-magical stashes
should not be investigated, as in many cases these items may be being saved for future imbues.
As a point of courtesy, players should still remember to ask before picking up any unique or rare items in town, even if it is in one of the saleable areas.
Of particular note are items found in Act1, since people not in the party may be muleing an item. If a level 1 character is in Act 1 with a small pile of
uniques and/or rares and nothing else, a good bet is that someone is muleing items. If you see a very high level character in Act 1, the same may also be
true. Common courtesy is to ask before picking up the items, even if you just want to see the attributes. It should also be noted that if a level 1
character or a very high level character has been in the game, you should wait until they return before asking. It does no good to go through the motions
of asking when the person who owns the items is not present.
If a player has to leave a game, and has contributed to the pile of saleable items, that player should let the party know that he or she needs to leave, and
request to be allowed to sell a few of the items. The other players should agree to let that player sell any white (non-magical items). Players are trusted
to accurately estimate their share and should in good faith leave the rest.
If there is a particularly large pile of money on the ground, especially in a hostile area, scroll through your message log. In most cases, another member
of the game has been slain and has dropped the money. Monsters rarely drop 20,000 gold....
IV. Game endings
Due to D2's ability to allow players in the same game to be in different acts, it is easy to forget that, unlike D1, when Diablo is killed, all the players are
kicked out of the game, even though the game does not actually end. Therefore, when players in Act IV are ready to kill Diablo, they should check with
the other people in the game before killing him. This is easy to forget, but can cause problems if someone is away from the keyboard for one reason or
another.
Although these are certainly not all of the points that could be raised regarding multi-player gaming etiquette, this document should serve as a blueprint
for other concerns to be grounded on. Common sense and trust is inherent in our Alliance games, and at all times those attributes should prevail. These
guidelines, however, are intended to clarify the most common problems, and provide accepted and reasonable solutions, which should only serve to
enhance our gaming experience.
Cheers
Milamber
Paladins of Light
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