Can we get a /players 6 command?

Any official word on this lately?
IGN: skizzy
I kinda agree with everything jawsofhana said on page 2, though I dont think you should refer to this command as /players x

Instead of that, you should try to argue for a /difficulty x. /players x implies that there is an extra reward for making the game harder, where there shouldnt be.

Increasing rewards from adding players is meant to be an incentive for party play. Being able to access this benefit without forming a party defeats the purpose of giving out that reward in the first place.

Right now I do beleive the game is too easy. My reasoning for this is that I am able to use a build that makes me more vulnrable with minimal defence and I still have not died in hardcore. My suggestion to everyone who thinks the game is too easy is to AVOID DEFENSIVE PASSIVES. Even though the game is easy, I still find it challenging when I have gimped my character xD
Last edited by Metronomy#6891 on Apr 14, 2012, 9:53:55 AM
Building a character that is very powerful is rewarding, more so when you are partied with others as your ability to 1 shot everything is much more impressive when it all has more health.

It kind of feels frustrating at some points to get a really nice bow and then, for the next 5 or 6 levels, completely annihilate everything in your path, even though just prior you were struggling with large groups of enemies or certain unique mobs with modifiers (I really hate 'allies can not die'). It feels like the difficulty of the game shouldn't fluctuate so enormously based on pure random chance.

If players had an option to raise the difficulty of monsters it would allow players to maintain a sense of difficulty throughout the game, as they would be able to re-tune monsters each time they got disproportionately powerful for their level. It would also provide incentive for players to become more powerful as they would be able to acquire better (or just more frequent) rewards from the added difficulty.

I think it should have a few restrictions when by yourself, and should only be implemented if you actually ARE by yourself:
Loot increments are less pronounced compared to an actual increase in players (something like half the increase in loot drop).
EXP should not be increased, as it isn't being shared among any other players and would cause a player to out-level areas, making the rest of the game less challenging, which makes them ramp the difficulty up even higher, and then they level even faster, and so on... Suffice to say, it gets messy, and isn't required as an incentive.
Monster health should go up just like it would if more players were present.
In addition, monster damage should increase to make it actually more challenging, as opposed to just taking longer to kill stuff. Something like 5% per added 'ghost player' to make it significantly more dangerous, especially on hardcore, and offput the allure of the added loot.

This way, players could ramp up their difficulty significantly, get about half the loot that'd drop if there were other people (but nobody to compete with!), and roughly the same amount of experience (though probably somewhat slower due to mobs taking longer to kill), while also making everything just a tad bit more dangerous.

I agree that the game is too easy now, but sometimes it is also too hard, especially if you haven't gotten that horribly overpowered keystone or haven't picked up any new gear in more than a few levels, or still haven't found that damn skill that is of vital importance to your build. This would be an appropriate way to remedy the issue, balance testing notwithstanding ofcourse.

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