Can we get a /players 6 command?

"
MeltingPoint wrote:
Correct me if I'm wrong, but didn't Gorlak make a post a while ago about some players using alt accounts to increase party size, thus improving drop rates for a single person? AND didn't GGG say that it was in no way against the rules OR considered an exploit?

That to me makes the /p6 argument completely irrelevant.
So you're saying since something is exploitable by those who wish to do so.. that we should just make it available to everyone?

People will create bots too.. let's give everyone a bot since it's going to happen anyway!

While we're at it.. Hey, you know what..? People are going to murder other people anyway.. it doesn't matter what the law says so let's just make it legal! Go kill your neighbor, and your mother, and your dog too!


That is a terrible argument.
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FaceLicker wrote:

]You seem to be contradicting yourself.


I'm not.

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FaceLicker wrote:
First.. you're saying more players = more difficulty


More players = stronger mobs.
Be it by typing /players x or by having a friend join you.

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FaceLicker wrote:
more players =/= more challenge


More players = stronger group.
If you (the player team, going from 1 to 2 players) double your DPS and the mobs HP increase by 50% then you wouldn't say that the game became harder.

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FaceLicker wrote:
Then.. difficulty = more challenge


If the mobs HP increase by 50% but your DPS does not change (because you are still alone) then it does become more challenging.


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FaceLicker wrote:
I agree with Whiteboy. It's a cheat. With the /players 6 command you're getting 375% more experience than people who are in a real party of 6. You're also getting 250% more loot all to yourself without having to invest anything in Magic Finding gear.


It wouldn't exactly be hard to change those numbers.
The point that I and others have asked you to focus on is the ability to make the game harder so that you can enjoy it more.
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Sickness wrote:
So apparently the current system is good because it can be balanced, and yet what I support is bad because it needs do be balanced?

That doesn't make any sense at all.
...straw...man...

The current system is already in place and has been tested at highs and lows, so it is therefore easier, quicker, and cheaper to balance effectively than an entirely new system would be. Balancing the current system also plays well with other features of the game that a new system would interfere with, as has already been stated.

Just think, though: you can pay for your own league and make it as hard as you want, also supporting GGG in the process! Problem solved.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
Last edited by WhiteBoy#6717 on Jan 23, 2012, 6:58:23 PM
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WhiteBoy88 wrote:


The current system is already in place and has been tested at highs and lows, so it is therefore easier, quicker, and cheaper to balance effectively than an entirely new system would be. Balancing the current system also plays well with other features of the game that a new system would interfere with, as has already been stated.


Hey guess what? Difficulty scaling is also already in place.

It is not easier, quicker, and cheaper to balance the current system. First of all they have not the slightest clue how to do it. Everytime they change something alot of people WILL complain about the difficulty.
Finding the best balance in a "one to fit all" difficulty is harder, slower and more expensive than just implementing 2 (or more) difficulties that in the end also would please more people.


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WhiteBoy88 wrote:
Just think, though: you can pay for your own league and make it as hard as you want, also supporting GGG in the process! Problem solved.


Yeah, but you seem to be against implementing anything that would allow me to actually do that.
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Sickness wrote:
Yeah, but you seem to be against implementing anything that would allow me to actually do that.
Not at all. I'm just against needlessly changing the entire structure of the game's ranking system to incorporate an unnecessary feature that can be handled by other means. Having settings available at league creation is independent of the current structure and doesn't interfere with the current leagues' playability or competitive rankings. The ability to create leagues is also already in place, and there is, presumably, the structure necessary to set league attributes upon creation. Seems to me like everything necessary is already in place to deal with this without undoing the work that has already been done.
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
It's not going to split up the player base that much to have 2 or 3 difficulties (real ones, not the ruthless and merciless stuff etc). Personally I find myself rather reluctant to create new characters as it's just a running fest from there.

I don't give a shit if there will be a player 6 command or not, I just want the problem fixed.
Last edited by Snuffeldjuret#7240 on Jan 23, 2012, 7:43:02 PM
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Sickness wrote:
The point that I and others have asked you to focus on is the ability to make the game harder so that you can enjoy it more.
I agree, the game should be harder. I'm always annoyed when GGG gives in to the QQ'ers and makes the game easier. I don't think that a difficulty slider is a good method for increasing difficulty in this type of environment. Like I said, in a single player game it would be fine. We don't have a dedicated single player though.

How about this..? If a player decides to use the /players x command, it only simulates increased monster difficulty(hp, damage, skill usage, etc.) and leaves the xp and drop rates unmodified. It increases the difficulty for those who want it, but doesn't allow for any actual gameplay advantages. That's really my only concern with simulating a party, you shouldn't be rewarded more for playing solo in a simulated party than you would be in a real party.
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FaceLicker wrote:
I agree, the game should be harder. I'm always annoyed when GGG gives in to the QQ'ers and makes the game easier.


If they make it harder you will have people saying :
"I agree, the game should be easier. I'm always annoyed when GGG gives in to the QQ'ers and makes the game harder."

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FaceLicker wrote:
I don't think that a difficulty slider is a good method for increasing difficulty in this type of environment. Like I said, in a single player game it would be fine. We don't have a dedicated single player though.


I really don't see why it couldn't be implemented just because it's multiplayer.

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FaceLicker wrote:
How about this..? If a player decides to use the /players x command, it only simulates increased monster difficulty(hp, damage, skill usage, etc.) and leaves the xp and drop rates unmodified. It increases the difficulty for those who want it, but doesn't allow for any actual gameplay advantages.


That would be better than nothing, but I'd prefer if it gave increased reward aswell.

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FaceLicker wrote:
That's really my only concern with simulating a party, you shouldn't be rewarded more for playing solo in a simulated party than you would be in a real party.


They can just make it stack with actual party bonuses.
My first post as a Beta Tester explained why you cannot use Leagues to fix the difficult problem.

http://www.pathofexile.com/leagues/index/view-thread/14649
"It feels like holding my breath under water constantly." Me about the limited "life expectancy" of the inventory space on Path of Exile and frequent needs to go to town to unload.
Last edited by Interesting#4599 on Jan 24, 2012, 10:08:32 AM
Think you may have copied the wrong link there.. unless you have multiple accounts? At any rate, I saw nothing in that thread which demonstrates that different leagues cannot solve the difficulty "problem"
"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing

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