Solo = better loot

Hi,

I want to talk about this because lately when I am playing alone, it's more effective in terms of loot gained. Also if you are strong enough, it seems to be faster which means more exp/hour. There are not many incentives to play in a party right now.

1. Loot is not shared. ie you gain everything. Probably everyone of you has played in a party and seen that exalt drop which goes to the other party member. That's ok, as you would usually play with friends. Granting them good drops is expected. But still you cannot get around that feeling: 'Every ~ 150h an exalt drops in one of my maps, and then it goes to --- someone else?'

2. Mobs have less health. If I solo, I feel that I clear much faster. In a party you can only progress very quickly if all party members are very strong, whereas if you solo, you can do maps which you are able to clear very quickly on your own depending on your gear/build.

3. Culling strike. If someone in your party uses culling they kill overall more - especially if mobs have huge health pools in a big party. It looks like the cullers get overall more loot. There seems to be a correlation between loot gained and the final kills, at least to some extent.

Now I want to add that I am not totally sure about (3), but many people have that opinion, so cullers are kicked because people want to do the final strike themselves.

How could the system be improved? Imho party loot had to be changed or experience gained had to be changed. Right now, solo is the way to go. This is kind of sad for the social part of this game.

Thoughts?
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
Last edited by Dan1986#1261 on Feb 26, 2014, 8:48:51 AM
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Playing in a party does not need to be encouraged beyond anything more than the simple fact that you get added protection and map costs are potentially split among the group. The social interaction with others should be the main draw of grouping, not an in game advantage over solo players.

Adding any more incentive to group when the balance is already skewed in the groups favor would just be a terrible idea. Also, what does it matter if a solo player gets more loot overall? They spend up to 6x as much currency to run maps as group players do. That in and of itself makes the lesser loot per person in groups still more overall profit gained.

"
thedestroyerofkids wrote:
Playing in a party does not need to be encouraged beyond anything more than the simple fact that you get added protection and map costs are potentially split among the group. The social interaction with others should be the main draw of grouping, not an in game advantage over solo players.

Adding any more incentive to group when the balance is already skewed in the groups favor would just be a terrible idea. Also, what does it matter if a solo player gets more loot overall? They spend up to 6x as much currency to run maps as group players do. That in and of itself makes the lesser loot per person in groups still more overall profit gained.


^


- Group play is much, much, much, much safer than solo play, there fore it should have downsides.
- Group members share auras ( or/and charges ) <=> are overall more powerful/efficient than solo players
- Groups ave more flexibility when it's about rolling maps since you get more total orbs at the end ( of course this doesn't really apply in public parties )
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
I disagree because I can buy chisels public. If I solo, I get enough currency to sustain those. In addition, I also get all unique drops and rare currency myself.

It depends if you are strong enough to solo all maps. But you don't have to do that, you could skip the worst ones for your class and just do the rest yourself.

For me this seems most beneficial atm. I am still playing in a group too, but that's mostly for the social part, not to improve wealth by a lot (chance decreases a lot the more people are in the party)
http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build
Except there is a bonus IIQ in a party on top of IIQ of the each player.

Solo is the way to go?
Probably, until ~75th level, then it's party all the way, given experience gain or the loot.
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tinko92 wrote:
Except there is a bonus IIQ in a party on top of IIQ of the each player.

Solo is the way to go?
Probably, until ~75th level, then it's party all the way, given experience gain or the loot.


Each player in a party after the first gives a +10% item quantity modifier and a +40% item rarity modifier on drops

Quantity of drops for a solo player = X
Quantity of drops for a player in a 6 player party = X*1,5/6 = 0,25X

Increased rarity has no effect on currency drops, 6 sockets, or 3-linked 3 colored items. This is where the bulk of farmed wealth comes from.

Lets factor in rarity.

Rarity for a solo player = X
Rarity for a player in a 6 player party = 0,25X * 3 = 0,75X

To sum it up:

A solo player gets 4 times as much currency drops and 33% more rares and uniques than a player in a 6-player group gets.
In high end content.. Party = survival and higher content = higher end loot

If you can blast through high end maps solo though,, go on with ur bad self but good luck trying to get maps to chain.
Last edited by xxSerpentlordxx#0809 on Feb 26, 2014, 4:47:17 PM
of all the things you party for , kill speed and loot quanitity is not on that list.

in fact the whole point why ggg is removing quanity is because there is too much crap on the ground in maps .


parties are for saftey.

you want drops and kill speed , you solo or multi box bosses otherwise you are there simply because you were lonely playing alone .
In parties of non-traders loot sharing is a big incentive, if you drop a good bow with a summoner you give it to the ranger, if ranger drops a good ES item it goes to the summoner. You get less loot per person but more overall so there's more chance of something good dropping for some member of the party.

Such parties are pretty rare, though, mostly RL buddies.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
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Solo is better until you get to end game, afterwards every single high end character added to a party will reap more benefits. It's like that with any game really.

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