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RandallPOE wrote:
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thepmrc wrote:
Anyway, I just feel like the game currently encourages multiboxing/dual logging for the same reason currently. If we are allowed to do this why not just implement this type of /players x command to reduce server strain?
Although I'd love a /players x command myself I'm not sure it would reduce server strain, in fact probably quite the reverse because it would practically kill off grouping and most of the players who previously grouped would now be soloing. The reduction in instances created by multi accounters (which is probably fairly small) would be far outweighed by the extra instances created by previous groupers who are now soloing.
I think the main reason for not having it though is the killing off of grouping, else there'd be no real reason not to have it. From a technical point of view it would be very easy to add to the game.
people group for loot farming? Madness. I think the current loot system is a pretty effective way to kill off grouping.
Last edited by thepmrc#0256 on Feb 25, 2013, 6:47:02 PM
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Posted bythepmrc#0256on Feb 25, 2013, 6:46:33 PM
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SEXYSUPERSATAN wrote:
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Gimdir wrote:
It would make it so playing solo players8 would be more profitable then a full party since more loot/less ppl to grab it.
Only if you have the damage. 6 players are theoretically going to kill shit 6 times as fast as a solo player. I'm sure GGG can find mob health/passive item quantity/rarity bonus numbers they are comfortable with relative to how much longer it would take for an average solo player to kill mobs (while staying alive) on players X.
Don't forget that a lot of builds would struggle more than others, i.e. my double totem ice spear witch relies on status, if I were to solo with more mob health my totems would just die and freeze mobs for less duration whereas in a party that's less of a problem and I can still provide freeze support, which may be helpful for our melee.
Another thing is that my CI wand templar maxes out my entire party on all 3 charges with conduit (through power siphon/blood rage/enduring cry) in less than a few seconds, that's a minimum of 45% increased attack speed, 45% increased cast speed, 650% increased critical chance, 65% to all resist and a bunch of damage reduction on top of their armor and this is all not counting in the bonus I get from these charges myself.
I could probably pull off some silly shit with a pre-made party that would make us ridiculously effective when we play together (which we would do all the time in this scenario), maybe something with elemental equilibrium or a character full with traps.
Finally, don't forget that you can share auras. If you have 6 players and everyone runs 2 auras you got 12 auras (there are currently only 10 not including tempest shield). So even though you wouldn't share loot, it definitely wouldn't be easier to solo on a players X. The tricky part is just finding out how much you want to increase the difficulty and loot/exp bonuses because you don't want it to become the vastly superior option in like 80+% of the cases. Ideally you want both ways (solo /players X and normal party play) to both be about the same strength with certain builds excelling at party play (conduit wand templar, ice spear double totem) and others excelling at solo play (freezing pulse shoots to mind as an excellent solo character).
Beyond league.
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