Group play needs to be harder

actually he is on probation now
I think the perfect solution is to scale mob INTELLIGENCE up with the number of players.
1) mobs coordinate 'spikes' to rapidly take down a single target
2) mobs run away and gather another group to come and assist when hurt
3) mobs cast buffs to protect themselves and their group from what the players are using
4) coordinated attacks of sever different groups on the players
5) mobs that use potions to heal/buff
6) mobs gain extra defensive/mobility skills
7) mobs target the player they think will be able to most easily kill
8) mobs avoid bunching too close
9) mobs loiter around their friendly aoe
10) mobs quickly move away from inside aoe, and dont walk into it
11) mobs gain penetration
12) mobs dispel buffs
13) mobs use the terrain to their advantage, ranged up on another level, melee down near players. And they set ambushes with these positions in order to surprise the player
14) mobs reveal themselves from hiding SUDDENLY rather than slowly
15) have melee mobs attempt to place themselves between players and the mob casters/ranged
16) have mobs use totems, traps, and mines
For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
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thorsten139 wrote:
this is not even including how drop rates are better in group games.


This is technically not true. In a 1-man-party you have 100% of 1-man-items per player. In a 2-man-party it is only 75%. In a 6-man-party it is less than 60% per player. This especially applies to currency, moreso to maps where every player would get only less than 17% of the maps they would get alone.

This, however, gets mitigated if the party synergizes well and gear needs compliment each other. Moreso, having more players can drastically increase kill-speed. The constant here is item-quantity / monster life. Both monster life and item quantity get increased by an additional 50% per player.

Since you remove more monster life / second, your item-quantity / second is much higher. We can try to understand how this is not because the item-quantity / monster life is higher, however. It is because the removed monster-life / second is higher. Saying group play is easier or safer is just another way of saying that you can remove more monster-life / second in a group because you don't have to account for those weaknesses.
#1 Templar Closed Beta HC Ladder (lvl 83)
Last edited by SAKUJ0#1973 on Feb 25, 2013, 4:43:55 AM
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CrystalisQualinthi wrote:
BarrackOsama

Joined: February 25, 2013 12:55 AM
Last Visited: February 25, 2013 12:55 AM
Total Forum Posts: 1 (1 posts per day)

Oatz? Did you seriously just make a secondary account to try and make it look like at least one other person agrees with you while you flounder away and get told by all the other people in the thread that you're an idiot?

I mean, maybe it was just some other random person who decided I needed to get put in my place, but didn't want to do it with their 'real' account for whatever reason so they created a new one right now to post specifically in this thread, but that's mighty suspicious.


ROFL
IGN: EmpathicAmoeba
In my opinion, solo playing is pretty ok, but i do not like playing in solo, since it not a solo game. Problem is that i am playing with ha friend so we are duoing maps, which is pretty hard, even harder, than 4-5 or 6 men farming, hp of mobs are scaling incorrectly for duo, im pretty sure it's not 50% or 75% more. This definitely needs to be checked. Other problem is.- now, i'm thinking twice before we go duoing, because having 2-3 rare drop for 2 players in an entire dungeon is just ridiculous and having full inventory of rares + currencies in solo map farming is even worse. Oh and i almost forget, map drops are a joke aswell, i am just laughing on the map drop. Our plan was to sell lv 66-67 maps since we do not get xp there anymore, and try to stuck on 70+ maps, but what is this? lv 66 map drops in 70 map? are you kidding me? do you really expect to converter 5 lower map to a higher one? noone actually doing that. So this plan fall apart since we barely drop 70+ maps on 70 map, just 66-67 one, and i will not buy 70+ maps to lose currency on, since it's price is not even dropping back.

I understand that they want to keep the game competitive, but do it on other way, not like this, game will not be competitive because you actually cannot spam high level maps because they aren't dropping as supposed to. And who wants competitive game, go participate on races and prove yourselves and the community.

edit: and back to the main topic, 5-6 men playing is a joke, its really easy compared to duo trio. you can even afford 2 players to slack in a 6 men group, and its not a joke.
Last edited by Ispita#4020 on Feb 25, 2013, 7:29:12 AM
This is really sad. We had this problem in D3 as well playing 4 people together. It was way to easy. specially with the AH items availible.

Maybe let groups start out on higher difficulties...? Then they are naked when they start and cant grind gear before.
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thorsten139 wrote:
The disparity between difficulty of solo vs group is too big, this is not even including how drop rates are better in group games. Solo-ing is pretty challenging but once you group up its stupid easy and everyone is just rofl stomping maps in groups...anyone feels the same?


Totally depends imo. My Witch for example, has been built very carefully, has reasonable gear and does very good DPS. Whenever I group up I feel totally gimped compared to ease and speed at which I farm alone (Merciless Act 3 for the record). My Ranger on the other hand is a bit of mess as she was my first char, and she sucks solo but feels very powerful in groups.

So, no offence, if you feel groups are easier, you are probably being carried by the group. I personally feel groups slow me down and I am carrying them.
Did you know level 91 is the halfway point to level 100? This means that a softcore character dying ONCE at level 85+ can lose many days of progress.
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SkyCore wrote:
I think the perfect solution is to scale mob INTELLIGENCE up with the number of players.
1) mobs coordinate 'spikes' to rapidly take down a single target
2) mobs run away and gather another group to come and assist when hurt
3) mobs cast buffs to protect themselves and their group from what the players are using
4) coordinated attacks of sever different groups on the players
5) mobs that use potions to heal/buff
6) mobs gain extra defensive/mobility skills
7) mobs target the player they think will be able to most easily kill
8) mobs avoid bunching too close
9) mobs loiter around their friendly aoe
10) mobs quickly move away from inside aoe, and dont walk into it
11) mobs gain penetration
12) mobs dispel buffs
13) mobs use the terrain to their advantage, ranged up on another level, melee down near players. And they set ambushes with these positions in order to surprise the player
14) mobs reveal themselves from hiding SUDDENLY rather than slowly
15) have melee mobs attempt to place themselves between players and the mob casters/ranged
16) have mobs use totems, traps, and mines


I like this idea but making good AI is no simple task.
A quick fix to this problem would be to simply raise the mob hp per extra player from +50% to +100%. It will still be faster than solo because of synergies etc but not as OP as it is now.
There is another issue with group playing:
I am not sure how difficulty can be spiked up and still game be enjoyable and fun. On big teams and higher lvls there is a total mess on a screen which makes careful playing impossible. If difficulty is going to be increased, then then only way i see it, it would imply a chance to be shot down very fast, perhaps in one shot. Since you barely can see what's going on anyway, if you had now also insta-killing mob, that would be kind of pointless to play in group.
i like the idea of mobs ganging on a single player to "spike" him down

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