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If you search a bit around for it you'll find that I was against searching ahead before too. The reason I chose it was that seeing someone exploring is boring like hell, and Diablo2 will never become a speedrun competition like Metroid or Quake. So I adopted the entertainment view of it, and entertainment comes from fast battles and huge monster masses on screen.
As for the /players8 command (explanation for radix: if you enter /players x in single player game the monsters hp get multiplied by that value but the exp they give is also increased by half of that multiplier, similar to the behaviour of the game if more than one real player joins) I figured if I only used it for bosses it would be a truely beneficial code. Now everyone can see that it isn't solely beneficial if kept constant all the way, and the strategy discussions here are proof alone that it's an interesting thing to optimize.
Also it takes a lot of the challenge from the bosses. In that last video andariel takes me from first contact to death 51 seconds. You can roughly divide that number by 6 to get the one player time. 9 seconds for an act boss? C'mon... where's the challenge?
As for the /players8 command (explanation for radix: if you enter /players x in single player game the monsters hp get multiplied by that value but the exp they give is also increased by half of that multiplier, similar to the behaviour of the game if more than one real player joins) I figured if I only used it for bosses it would be a truely beneficial code. Now everyone can see that it isn't solely beneficial if kept constant all the way, and the strategy discussions here are proof alone that it's an interesting thing to optimize.
Also it takes a lot of the challenge from the bosses. In that last video andariel takes me from first contact to death 51 seconds. You can roughly divide that number by 6 to get the one player time. 9 seconds for an act boss? C'mon... where's the challenge?