Another reason for /players
I absolutely agree. There are so many assholes in this game. I play solo because of them and finding level 70+ maps is ridiculous. At least /players would make lower level maps worthwhile. Trying to level up my 85 marauder in Lunaris is just painful.
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I think this is great. It doesn't give solo players any advantage.. it should still take one player longer to clear a map with /players 2, than 2 players. So what's the problem?
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If you implement /players, it would really take away from their push to play together (this is assuming they do indeed want to push us to playing together).
Playing together does kinda go along with their whole theme IMO. It sucks going with more, but it does increase survivability, drops, and mostly investment compared to what you get out of a map. What about something in between then? /players increases monster difficulty fully, but the IIQ/R is only increased around 25% (instead of 50%). If you have three people and do /players 6, you get 150% increase along with 75% increase. Just something to think about.... |
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I miss CB community. Wasn't nearly has hostile. In anycase, I've found the HC community less arrogant (lol, ikr?) in terms of partying.
In any case, I'm all for /players. As long as you can't exceed 6 players in any situation, I'm all for it. "Minions of your minions are your minion's minions, not your minions." - Mark
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" LOL. Cool name by the way! |
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" This is simply wrong! The advantage is massive: with the simulated 'multiplayer' mode (if it works the same way like a real party, and thats the way the demanders want) a single char would get the full drop bonus just alone for himself, nobody there to share with. And for that simple reason its bad and will never happen. You can argue that it could push (strong) single players to the level of botters (which also dont share there loot with partymembers) - BUT should an abuse really be the counting level?! And even if this would be agreed, the above explained advantage against a real party is just too significant. invited by timer @ 10.12.2011
-- deutsche Community: www.exiled.eu & ts.exiled.eu |
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I think you're blowing this out of proportion.
I pug maps constantly in Onslaught and 99.9% of the time everyone is either friendly or silent. I honestly can't even remember having any issues. One thing to keep in mind is, if you're having problems consistently, perhaps the problem is actually you. |
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@OP
regardless what your personal playingspeed is, your fault was to take a MF-char into Maps. The whole "Maps"system is counterintuitive against MFers: -you close portals -you increase the durability of the enemies without providing much to help in this regard -you spam the screen with way too much white items -you must be guarded -you make white maps blue <<<---- M2M -if you create a unique item it´s most likely permanent allocated to some1 who doesn´t deserve it <<<----- works 5-ways -you do not increase mapdroprate <<<--- the mainreason to do difficult/expensive maps I say the last 3 points kill "MF in Maps" The problem with /players is that it MUST close all 5 additional portals if you use it, i imagine thats more difficult to implement than actually implement a "/players". https://www.youtube.com/watch?v=drDs-Y5DNH8 Last edited by Lachdanan#4036 on Jun 26, 2013, 2:41:45 AM
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" Then why do they allow multiboxing? |
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" Yes, but it ONLY WORKED on 100% single-player mode, not online even if you were playing alone. It only worked on the no-internet-required single player, in which you cannot play that same character online. So why would they add this to Path, since there is no offline option. "We believe - so we're misled, we assume - so we're played, we confide - so we're deceived, we trust - so we're betrayed" Last edited by silidons#2211 on Jun 26, 2013, 5:21:37 AM
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