Odin #21599 | Can i play Solo without being penalized already?(1) | Category: GeneralMay-25-2015 11:45 PM PDT (10 years ago) |
Groups already benefit from being a GROUP with shared support buffs and reduced monster HP (technically), being able to ress party members, sharing LOOT, list goes on. So why do you give them even get FURTHER benefits from grouping up via that Strength in numbers buff? This has been crippling solo players before, but its just ridiculous right now, because it wasn't this big of an issue back in season 1 and 2, why? because right now with the new sets being far more powerful than anything in both season 1 and 2, you can push way higher Grift level tiers than before, and so the XP gain from these Grifts skyrocketed, and when you add Strength in numbers on top of that, it only helped in furthering the gap between solo players group players in the form of HUNDREDS of paragon level in difference. Strength in numbers were added way back when even efficiently farming T6 was quite a challenge for many classes, and now that the breakpoints have been pushed by double or triple the amounts, this buff has to change or GO AWAY all together, at the least it should only be a magic find buff, remove the bonus XP part. I don't wanna play multiplayer, this should be a choice as this is not an MMO, nor is it a MOBA, i wanna fire up the game, setback relax and enjoy the game, i don't wanna chat or communicate for the entirety of the experience, sure its fun to party up here and there, but it shouldn't be a REQUIRED to go anywhere level wise, like it is at this point.. fix it please. |
Tyvalir | Can i play Solo without being penalized already?(97) | May-29-2015 2:10 PM PDT (10 years ago) |
I like playing solo and group. But a mediocre group is still far more rewarding in terms of drops and paragon experience than solo can hope to be. You make a fair point here, and I think it would help the discussion if we described our philosophy about how we balance single player and multiplayer rewards. While we want both single player and multiplayer to feel rewarding, if we have to choose between making one or the other better, we’d rather err on the side of multiplayer. Or, to frame things in terms of the end result: given the choice between a single player person feeling more incentive to group up or a multiplayer person feeling forced to kick their friends out of their game, we’d rather have the former. Early on in Diablo III’s development, many players felt that single player was the only rewarding way to play. While we don’t ever want to return to that state, the size of the gap between the two is also important and something we are always looking to improve. In order to fine tune the two, our changes are going to be incremental as we try to bring single player rewards up carefully. We’ll continue to keep an eye out for your feedback on this issue and pass along the constructive ideas we’ve seen here and elsewhere. |
Tyvalir | Can i play Solo without being penalized already?(120) | May-29-2015 3:20 PM PDT (10 years ago) |
But what about the fact the zDPS leachers are leveling twice as fast as the people putting out the DPS? We're aware of this issue (as you acknowledged in your response). While I don't have further details to share yet, we'll be sure to share any as soon as we do have them. :) |
Tyvalir | Can i play Solo without being penalized already?(357) | June-1-2015 6:07 PM PDT (10 years ago) |
It really is kind of ridiculous that it's exponentially more efficient to play in groups. Unless I'm farming trial keys/trials, I feel like I'm completely wasting my time playing solo. It was never like this before imo. It may have always been efficient to play in groups, but not to the extent of how it is now. Thanks for this feedback, RandyMarsh. I’m seeing similar feedback throughout this thread (i.e. “It’s not that there's a gap between single and multiplayer, but how huge it isâ€) that I’ll be passing on to the team. This is exactly the feeling we hope to address in the future as we gradually improve single player rewards, with the goal of decreasing the gap without going so far that we return to the point that people feel there's not enough incentive to play in groups. |