Solo = better loot
it depends on the party actually...irl friend party or a really strong dedicated aura party would wipe maps much faster than any solo player gaining overall more loot
and another reason solo is more feasible...lag on parties (especially if any members use effects) |
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I feel that drops are less in parties because most often "the other guy" gets the best drop.
Although we get better MF by being in a party, RNG steps in again. It rolls a another dice to allocate the drop to a party member. |
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You kidding? There's more than enough advantage to playing in a group. Just cause it isn't twice as many items with one extra person doesn't mean there aren't plenty of other benefits to grouping.
Maps especially, as a map group can pool together their maps and currency to roll better maps. That alone is a gigantic advantage, one that makes mapping solo pretty crappy. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
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In groups, XP is not divided (as loot is), but simply granted to all players within a certain range of the monster on death. So I'd say the only way you'd get less XP per unit time grouping than solo is if you have a group of much lower skill level than you, or if your teacher was right and you really don't play well with others.
As far as loot per unit time goes, however, I fully agree. The shame, however, is that this does not mean more loot in general; as play progresses towards the highest-level maps, loot per unit time matters less and less, and loot per map matters more and more. This final metric is one at which groups excel and solo has great difficulty, because although groups still have to split the loot, they also get to split the map cost. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Feb 27, 2014, 1:03:18 AM
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I see the advantage of group play, but loot is more important before you reach the very endgame (77+ maps).
From my experience I can sustain maps solo quite well, which is a good thing. I always run out of chisels but if you alch maps, they already have rather high quantity. In terms of loot I get a lot more if I play solo. This is not only my personal impression. A lot of streamers also do maps solo (or 'magic find runs') from time 2 time, just for the loot. Group play is ultimately for experience, solo play for wealth. Before you reach really hard endgame maps there are not that many incentives to group. I like to play with friends for the social part but doing that I always realize it doesn't grant as much wealth. For example, I did maps with 2 friends for 2 hours. I got very few curreny. Sometimes only 1 chaos per map dropped, none to me. Then I did maps alone, I always get that single chaos drop. See the difference? === In the end I will still play mostly in groups, because I am a social being. My poit was that it is not that efficient and I'd like to see more of an incentive. As that is only my impression, I asked for your thoughts. I never said that what I wrote would be a fact. === " This is the math behind my impression ;) http://tinyurl.com/ooety9v - Ranger bow lightning arrow crit build Last edited by Dan1986#1261 on Feb 28, 2014, 2:35:45 PM
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There is nothing wrong with getting less wealth from a map while grouping, because you split the cost of the map while doing so.
You pay less = you get less wealth ( but as much xp and much safer, plus it's much quicker to grind map levels when you split the map cost ). SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" Forgot about that, but the IIQ is 50% per player on gems and currency, not 10%. Since MF players are in majority of the parties more and more, and since MF players only make a very small part of total players, especially in the melee area (that's the most degenerate part of MF in PoE). Practical example is quite different than the theoretical, in practice, majority of players get more IIQ and IIR while in parties. As a MF character, you would get less loot when partying. And since experience is money in this game, getting 1 chaos more on a map that is worth 5+ chaos is nothing. Party play is OP in this state, at least some benefits should be for solo play. |
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" And it works, as long as the party doesn't have a dedicated culler. If it does you probably get the loot of solo and map cost splitting and safety of parties. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Feb 27, 2014, 7:59:58 AM
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" This is true. I dont see how to fix it though without removing culling which has other legitimate uses besides MFing. One example I can think of is a solo player who is a total tank with poor DPS fighting a boss. In that case culling is absolutely the best dps increase available. Still, this does allow the meaningful choice to be removed entirely from the equation. |
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" I find it interesting that you would point out that particular attribute as a + for grouping. Strictly speaking that only holds true if an only if each member of you party spent a good amount of time building individual map pools. Ie soloing alot of maps If you were all to map together 100% of the time then this point would be invalid since group count has no effect on map drops. currency on the other hand is a slightly more valid argument but again a much larger portion of the currency spent mapping will not come from mapping . this is true even in solo play. I spend 3 hours farming bosses for every 1 hour of high level map content. in groups you get even less currency per play as a combination of having less portals per person to carry stuff back to the vendor and the simple fact that your group quantity wont measure up unless you use a culler to kill everything with iiq above 100% Last edited by Saltychipmunk#1430 on Feb 27, 2014, 8:21:38 AM
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