Can we get a /players 6 command?
IMHO it is a bit ignorant to say that players 8 "didn't work in multiplayer". It worked a lot for me when I did, but I played a lot more via LAN than Bnet. A LOT more. I would have played less without the players 8 function though, something you cannot argue against.
I would play more PoE if it was possible here, and my friends would play more too. Most of them think it is boring to not face a challenge right away, but instead having to run through area after area until you might actually die. In games like this you cannot have easy/normal/hard as easily as in other games (hardcore mode is one way of increasing the "difficulty" though). That is why "players x" is a good way of letting the players themselves choose if they want something that is more difficult than what is manageable for a new players. Bottom line is though that you cannot argue with the fact that me and my friends would have played less Diablo 2 without the FEATURE (not cheat), and we would play more PoE if it also worked here. |
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"I've already done this. They are different scaling mechanics that can't be interchanged. That's the way the game is, meaning it would require a huge rework of many core aspects to change it. "I believe this one explains itself to anyone who has played either game, but I'll try again: You play Normal. You play Cruel. You play Ruthless. You play Merciless. You can now select any of those 4 difficulties to play in, doing so being a fashion of selecting difficulties. "At the very least, at this point in the development, it would cause more headaches and delays than it's worth. "I agree. That's why I said "...it's not properly balanced yet." Still, progressively raising the difficulty is the intended system. "Yes, there is. You would have scaling difficulty along with selectable difficulty, which is just confusing and unnecessary. The current system has the potential to be challenging for all players; it just needs to find balance. "No, I just believe that the potential of this system far outweighs the desire for another system. "Because that's exactly what it is. It's not a difficulty scaling mechanic; it's a party-simulation mechanic. What is asked for in the OP and what you're asking for are not the same things. "Nope, already tried that. As you say of me, you're stuck on your ideas. I think it's a bad idea. You don't. [/conversation] I like how Interesting and I interact about things. We know each other from other games (met in Mythos EU and moved on to Hellgate: Global), we play together in games, but we disagree about a lot of stuff. Still, neither one of us holds a grudge or gets into foot-stomping tantrums or insults the other's intelligence. We understand that we're going to disagree at times, and we can talk about such issues sanely. If only the rest of the gaming world could act like that... Closed Beta/Alpha Tester back after a 10-year hiatus.
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"As you said, you used it a lot because you played LAN and open bnet mostly. PoE is entirely online and competitively-ranked. There is no version of PoE that's not comparable to D2's ladder realms, where this cheat doesn't work. And yes, it is a cheat. Being in the patch notes as a feature doesn't make it any less of a cheat, used to simulate something. Closed Beta/Alpha Tester back after a 10-year hiatus.
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"of course it worked in closed bnet, you just had to join a game with 7 others and go to an area were none of the other guys played...and it was the same like with players 8 | |
" So you are really saying that they are selectable difficulties? By the time you can select all four this is what you have: "superextremely trivially easy", "extremely easy", "super easy", "normal". lol That's not how it really works though is it? If you have completed Merciless, why would you ever go back to any of the previous difficulties? It's like saying that act 1 and act 2 are 2 different selectable difficulties. Normal/Cruel/Ruthless/Merciless are not really selectable difficulties. They are continous content in which you progress your character. " No it would be simple, the scaling mechanic already exists! And it would sovle one of their biggest problems. People have different preferences regarding difficulty level. Let people select difficulty. (Remember that Normal/Cruel/Ruthless/Merciless are not selectable difficulties.) " The difficulty can still be progressively raised. " No there isn't. It's not confusing at all, and certainly not unnecerssary. The current system CAN'T satisfy all players. If the make it hard, it will be too hard for some. If they make it easy it will be too easy for some. A dev recently said in an interview that this was a big problem. But they are not seeing the elephant in the room: Selectable difficulties. To satisfy all players they would need a collossal amount of settings, and that is obviously unreasonable. But having just 2 settings would be much betetr than having only 1. " That comes from your dilusion that we currently have selectable difficulties. But that is wrong. (easily proven by just starting a new character and trying to play act 1 on cruel to get a harder game experience, you are not allowed to do that). " Why are those mutually exclusive? A party simulation mechanic is in this case a difficulty scaling mechanic. Is it the perfect one? No most likely not, but the scaling is already in the game!! Me and the OP are essentially asking for the same thing. Last edited by Sickness#1007 on Jan 21, 2012, 1:09:33 PM
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"Yes, that's exactly how it works. I never said you could select the difficulty from the start, but it is fact that you can choose to play in any difficulty after you've played through them. I specifically stated that. As to why you would go back to an earlier difficulty... I suppose to have an easier playing experience. The same reason you would set the difficulty at the lowest option if available. You're equating the 4 difficulties to continuous content that exist as normal progression. They're not. They are 4 difficulty settings that you progress through in a scaled environment. You repeat them for the purpose of playing a harder difficulty, with the rewards of character/gear progression. Not for the sake of playing them again. Selectable difficulties in a progressively-scaling difficulty environment is redundant. Selectable difficulty would be the main difficulty mechanic, and the progressively-scaling mechanic would be there simply out of necessity to prevent the boredom of playing the same content 4 times on the same difficulty setting. Still, it would have to be more linearly-scaled to prevent over-scaling. You would end up in a situation where players feel they're being forced to change difficulties even if they don't want to. I.E. Normal would scale to be equal in challenge to Medium on the second play-through, but for what reason? Forced difficulty scaling regardless of choice? Why have the choice at all if there is a progressively-scaled curve that forces higher difficulties? Anyway, that's all theories and opinions. Here's a more relevant discussion topic: what competitively-ranked games have selectable difficulties that run parallel with each other on the ranking scheme? Players in Hard shouldn't be ranked alongside those who play in Normal or Medium. That's why progressive, repeating difficulties work in this type of ranked game. The #1 spot on the ladder could be achieved by someone who played all the way through on Normal, which would surely be an arguing point for those who want to play on Hard and still compete for ladder positions. This is a better example of why your proposed system is different from party simulation. In PoE's current state, people playing in a party will progress level-wise at about the same speed as those playing solo (this has been shown in ladder rushes). Neither has an advantage. With selectable difficulties, those playing the easiest setting will advance far more quickly than those who play the hardest setting. This doesn't fit into a ranked realm environment. If implemented, it would be pertinent to separate difficulties into leagues. Closed Beta/Alpha Tester back after a 10-year hiatus.
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I want to make sure I understand this thread correctly: The thread is discussing the option of arbitrarily increasing the difficulty so that 'more skilled' players can increase the challenge they see in game while playing solo.
The mechanism proposed is a command switch that emulates the size of the party in the instance vis a vis Diablo 2's /players. The counter-argument is that allowing a player to emulate an increased party size leads to item disparity and provides unfair advantage in the trade economy which further exacerbates the current condition where skilled players find the game too easy. I agree with the latter position. However, I understand the intent of the suggestion, and I recognize the need to have a user controlled way of scaling the difficulty of the game to make it challenging (fun) for skilled players. I see two ways of approaching this: GGG could create a switch that doesn't emulate increased party size but only scales monster difficulty up, with no change to experience progression or drop rates. Though I suspect the reason the Diablo devs used a 'fake party' switch was because they didn't want to recode a whole new table for difficulty/experience/itemdrop. GGG could split leagues like Hellgate:London. You could enter the game either in normal mode or 'elite' mode. This solves the issue of players using a switch in a single league having an unfair benefit over players not using the switch. <noticed whiteboy's post addressing the concern about the ladder. I thought about bringing this up, but now I don't have to. =) > "We were going to monitor the situation but it was in the wrong aspect ratio." Last edited by Garr0t#3474 on Jan 21, 2012, 1:29:12 PM
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" It is not a cheat, it is officially documented as a feature, and you believing / thinking / feeling / wanting / hallucinating / misunderstanding that it is a cheat, does not make it so. Still sane exile?
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"Thousands of games over decades of development have documented cheat codes, cheat commands, cheat options, etc. They're still cheats. You're using the word "cheat" as if it means "hack" or "exploit." Closed Beta/Alpha Tester back after a 10-year hiatus.
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" Blizzard never classified this command as a cheat. You doing so, does not make it a cheat. Unless you can produce at link to an official blizzard document, that says this is a cheat command - this discussion is over. Saying the same thing over and over does NOT make it true. I have found no evidence for this being a cheat, and I have produced evidence that says it is a feature. So prove your point, or stop arguing. Still sane exile?
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