|Improving co-op in 1.08||March-5-2013 8:33 PM PST (4 years ago)|
|So most people don't really farm together, unless it involves key farming/uber farming. There really is no incentive to kill ordinary content together due to the slower kill speed it usually causes, and organizing a group with no incentives is just a waste of time and effort. Stacking MF or GF and +bonus exp on a follower is always more beneficial as well.|
Why not add another nephalem valor type buff for each additional person who joins the game? When 2 people party up, they could each get a 25% boost to experience, magic find, and gold find, maybe even a small boost to pickup radius as well. Add another 25% boost per player after that, so 3 players each get 50% Exp/GF/MF, and 4 players would get a 75% boost to Exp/GF/MF. People would actually consider playing together and farming together because they could get double the NV 5 stack bonus. Good teams could benefit a lot from this, and the game would be more social.
aside from that, if it would be possible to make joining brawling games more easily that would be great, randomly joining a1 pubs over and over until you find one where the players are brawling is just terrible.
|Improving co-op in 1.08||March-6-2013 3:06 PM PST (4 years ago)|
Posted by: Doomherald
Yea I was thinking this same thing. I played with two others today and did my normal farming route, and my efficiency was cut in half. It wasn't even me carrying them they aren't bad players or poorly geared, it just slows everything down so much and doesn't really add any benefit. Co-op is the opposite of fine when it's bad in every way possible to add more people to the party
We are looking to improve co-op farming efficiency in 1.0.8. Co-op play in general is a big focus of the 1.0.8 patch and efficiency is definitely one component of that. Co-op is already more efficient for some players, but this is the exception rather than the norm. The degree of co-op efficiency depends heavily on the co-ordination of the party, skill builds, and the relative gear level of the teammates. Since launch we've made some modest changes to encourage co-op play but there's still room to go farther. At the same time, we don't want to go so far as to make multiplayer feel "mandatory" for those who prefer to play solo, but we still want to err on the side of being co-op favorable.
There's also a number of hurdles to co-op play beyond raw efficiency, so we'll be looking to alleviate/solve some of those hurdles too. The Identify All feature in 1.0.8 is an example of this. Sometimes the trip back to town to sort through a bag of gear is enough of a hurdle to make somebody feel playing co-op isn't worth it. Nobody wants to be in the dungeon fighting monsters while your teammate is off in town identifying a full inventory.
|Improving co-op in 1.08||March-6-2013 10:56 PM PST (4 years ago)|
|Lots of good comments here! Just a few quick points|
1. As a point of clarification, "dropping less loot on the ground" is not slated for 1.0.8. It's part of our general philosophy for beyond the 1.0.8 timeframe.
2. I really like the suggestions that don't make multiplayer feel mandatory. Suggestions along the lines of "I don't want to feel penalized for playing with my friends" or "provide a small bonus to overcome the logistical overhead" are in the scope of what we're thinking.
3. We totally see the appeal of having more than 4 players in a game, but it has its downsides, and the big one is that the screen becomes so crowded you can't tell what's going on. It's important that a player can discern important information from the game world and make tactical decisions based on this information. We know some of you may disagree and you'll always want 8 players, and I can respect that. This is something we've debated heavily though, and feel strongly about.
4. We've discussed the "leecher" problem. Nothing to share yet but it's definitely rough when it happens.
Thanks for all the great discussion thus far!
|Improving co-op in 1.08||March-29-2013 6:19 PM PDT (4 years ago)|
Posted by: Zinho73
Since we are talking inventory management, what a bout a button to organize inventory?
What kind of organization were you thinking?