Monster Health Scaling in Parties Revisited
" "Either you're confused, or I am. 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.
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Hmm no, but I must not have seen the last page of the thread. Thanks, fastest fox.
To that point, how do you deal with irregular numbered parties e.g. 4 man groups, 5 man groups. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 |
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"Um, I don't know. Perhaps put an Orb of Fusing in the Map Device, press the button, one portal disappears but the remaining portals gain a bonus of some kind? 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.
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" This indeed would be a way of resolving inequality. Another even more problematic case would be varying party sizes. For example, parties which start as 3 players, but become 4 players. In the current system that is facilitated far better than any kind of instance or portal division. Further, it is a reality that all instances start as 1 player and increase from there. How would we manage dynamic parties in the regular story mode - is it practical for monsters to suddenly double when someone new enters the instance? What if they leave? What if you use the Eternal Laboratory in one party and then join another with a different amount of players? What if there's players in your EL instance that aren't also in your party? All that said, I am very much for equalizing returns and loot pace for solo and groups. One proposition I've heard and liked was allowing players to ctrl+click map portals for up to 6 different instances. In the case of irregular party sizes, a special portal could be used to reopen an instance for other players. To limit any kind of abuse the reagents of this special portal should be cost prohibitive - much as starting your own map is cost prohibitive. Want to Fix the Economy, Bad Loot, Trade and Legacy PvP? pathofexile.com/forum/view-thread/548056
Open Letter to Qarl on Crafting Value pathofexile.com/forum/view-thread/805434 Biggest Problem with Mapping: Inconsistent Risk to Reward pathofexile.com/forum/view-thread/612507 |
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" Oh yea, I guess they could do that. The map device is just like 1 really tiny stash tab, plus an integer to indicate portals, that would work. " I don't think that's a problem that needs a mechanical solution. "Hey we're doing a map right now, you can join when we're done" is the social solution. 4 man and 5 man could be issues though. 6 portals per map implies the party size will be a factor. 1, 2, 3, 6 good; 4, 5 bad. I'm not convinced by portal "trading." What if it's better to trade your remaining portals than to run the map again? It undermines the core change that was being proposed. If it's not better, then 4 and 5 man parties are at a disadvantage and the solution was incomplete. It has to be exactly equal. If one could figure that out, then we wouldn't need the whole workaround with repeating maps. Could just implement the "portal trades" directly into the existing system. Last edited by PolarisOrbit#5098 on Feb 19, 2014, 2:52:53 PM
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