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How to play diablo 2 with friends

Yes but only if you have an internet connection and friends. You can play alone with your friends or jump into public games.

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Finding your way into the first type of group, while avoiding the second, is a major preoccupation of most players online, and while no wiki can tell you how to manage that trick, knowing more about how parties work and the game mechanics underlying them will certainly help.

Parties differ from normal unaligned gameplay in a few ways; party members on the same level share gold and experience formulas listed belowcan use each other's town portals, can benefit from each other's auras, and can see each other's current location on the party screen.

To get an invitation to a party, you can ask by typing a chat message. There is no way to ask for an invite via the party window, and it's impossible to force your way into a party. You can only invite non-aligned characters, not those who are already in parties.

Parties are entirely democratic. No one has control over them or the ability to kick out other party members, and anyone in a party can invite unaligned players to. You can always leave a party though, and if someone in the party is being annoying and the others don't want to share experience with them, everyone can leave the party and form a new one without inviting the annoying person to. Players who are so scorned often retaliate by going hostile, either since they want to fight or more often simply to be annoying.

There are several control options available while in a party, some of which are not available at other times. When you are in a party, a button appears on top of the party menu, with the word "LEAVE" in bright green letters. Clicking that will immediately exit you from the party and dissolve the party if there was just one other player in it.

The following icons appear in the party window, beside the name of each character in your party. The first three are for all characters, but corpse looting is only available to Hardcore characters since patch v1. If you declare play on a player in a party, your declaration affects everyone in the party at once, and exits you from that party if you are a member of it.

A character can only go hostile while in town, and doing so immediately exits them from their party and closes their town portal. This effectively makes your typed messages a group whisper to every character but the excluded one. Click the button again to include stop excluding the player. Allow Loot: This option, available only in Hardcore modepermits the deated characters to take the items off of your corpse when if you die.

It's common practice for hardcore players to allow friends looting privileges, though many is the HC player who has cursed his fate when dying unexpectedly, without allowing his friends this option. Allowing it to strangers in a public game can be a risky proposition, since it might encourage them to try to go hostile on you, and even if they do not, and you die to a with, and they loot you, there's nothing that says they have to give you your equipment back.

Still, if you do not set loot you will surely lose diablo upon death, and if someone PKs you you can probably exit the game after you die, but before they're able to get to your corpse to claim their spoils. Diablo a friend dies and you have loot, it's imperative that you get to their corpse as quickly as possible, since if they died from latency over a poor connection, their body might vanish seconds after their death when they disconnect. If you trust everyone else in the game, it's best to clean their corpse like a piranha, even if inventory restrictions mean that you must scatter the items on the ground in the dungeon.

At least there they won't vanish forever, if the dead player disconnects, and you can make several trips to town to get everything squared in your stash and cube. This logic holds true for a PK victim too, of course. 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, and with on screen notices and a warning sound effect, in the case of hostility. Players who are hostile to each other can target each other, and each other's minions, just as if they were monsters.

When another player goes hostile to you, you immediately go hostile in return. The advantage other than surprise is to the target, since the one who declares hostility instantly exits their party and sees their town portal close. Since hostility can only be declared in with, players who are wary of an attack are generally safe, unless they're standing very near the town exit or a waypoint.

Care should be taken in public games when in such locations. Once hostile, both players must agree to return to a friendly setting. If one player turns off their hostility they will return to neutral, but the other player will still be hostile to them. This is to prevent players from being able to simply turn off another's declaration of hostility. All characters are neutral when they first a game. You must declare hostility, or a party become friendly to change the starting neutral state. Neutral characters can play in the same areas, but they will not share experience, gold, spell effects, or be able to directly affect each other in any way.

Characters in the same party share experience when they are on the same level together. Levels are discrete areas of the map, such as the Blood Mooror the Den of Evil. Proximity to another character does not matter; you can be half a screen away and not share experience, if you or they have crossed over into a different level. In addition to sharing experience, there are experience bonuses in parties.

Sharing experience enables weak or lower level characters to level up quickly when partied with efficient killers. During the various patches added to the game, limitations have been placed on experience sharing, to prevent very low level characters from simply tagging along and leveling up like a slot machine while standing friend away from the action.

In v1. Another patch change requires that party members be near the friend to gain How. In early versions of Diablo II a character only had to be on the same level. Even with these changes, it's still quite profitable for low level characters to party up with higher level ones, especially past level 25, when the major limitations are relaxed.

Gold is shared evenly between party members on the same level. If a stack of gold How picked up by a character with 4 others in his party, each character will receive 40 gold, with the character who picked it up receiving the 3 left over after the even shares are distributed. All gold picked up in the game is shared this way, with all other players in the area.

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This includes gold dropped due to the gold penalty for death, and even gold dropped and picked up in town which will be shared with any other party members in town at that time. To exchange gold without sharing it, use the trading screen while in town or else pick it up when no other party members are in the area.

While being in a party does not improve the quality of item drops that's what Magic Find is forit does increase the quantity of items dropped. More characters in a game does that too, but more characters in a party adds to the benefit.

And that's not even counting the faster killing time possible when characters cooperate. These benefits are seen chiefly from regular monsters, and also from Act Bosses. Random bosses, champion types, and other SuperUniques are unaffected by more players in a game, since the quantity of their drops is set in the game code.

Regular monsters drop far more items in larger games, and Act Bosses have a better chance to drop multiple items up to six in larger games. For example, here's a demonstration of the increasing odds that a regular non-boss monster will drop something when it dies.

The v1. Prior to those patches, a brand new character could simply take town portals to Catacombs 4, Tal Rasha's Tomb, the Durance of Hate 3, and so forth, get close enough to activate the quest, and then stand back while a higher level character slaughtered the Act Boss in seconds. After v1.

These quests deate areas to which new characters can not take a town portal, until they have finished the quest. For instance, it's now impossible to take a portal to the Canyon of the MagiSeven Tombsor Durial's Lair before a character completes The Summoner quest.

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