POE2 Multiplayer vs Solo-play incentives and SSF
" Well, if you and your friends share same desire to play with group but no trade with other people - so what's the problem with playing usual trade league? Why you needed a different gamemode for that? SSF exists for ladder, afaik, cause you can just don't party/trade in normal league and get the exactly same experience as in SSF. |
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" Create private league. This is what you need - play with friends with the balance from trade league. |
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" What if my friends are not online and I wanna group up with other people but still want my character to be Self-Found only items? Last edited by Aum_ on Feb 21, 2024, 1:53:11 PM
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" the majority of people playing in trade league dont trade. ssf is SOLO self found, and it is just a tag so people can prove they did everything ssf as bragging rights, as a way to have a competitive environment where they can race on a ladder against other people who are certified to be doing everything solo self found. you dont need to have the ssf tag to be playing self found, nor to be playing solo self found. you just do it. ive played self found many times, ive never played in actual ssf because i party with my best friend, me and her always play together, we share drops, some leagues we go the entire league and never trade in the economy but we play together. ggg have said the majority of players never trade, yet the majority of players are not in ssf. people just play the game and dont trade, those that do trade most of them do 2 or 3 trades per league. the amount of people who actually go full on trading is a minority. but only a small portion of players ever tick the ssf box afaik. this is why there should never be different drop rates for ssf. most people are playing self found, but you want them to be able to play with their friends, the game should never force people to either be a full on trade warrior or be forced to play alone and never group with friends or ask someone for help in global or buy/sell 1 or 2 items in a league. i get why people want the ssf game mode to have a different balance. but really if something is not rewarding to play as a solo player that should just be fixed in the main game for everyone not just in ssf because the vast majority of players are not strictly ssf for life and are also not taking advantage of being hardcore traders. they are playing almost entirely self found but that 'almost' is very important to them and the health of the game. the economy should slightly suffer to make self found feel good rather than butchering the game to make 2 different drop rates. |
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" Poe1: - Adds MF bonuses just for being in party, becoming a massive bonus at 6 players. - Counts item MF from whomever did the killing blow, MF cullers become a thing. - Aurabots become a thing, making party power greater than the sum of their dps/ehp, which completely overpowers monsters health bonus in party. - Kills recharge flasks for whole party. I do want to believe they will throw all this away in poe2, but somehow it is hard :) |
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" you get mf bonus for being in a party, thats true but you get 50% more currency with 2 players for example. so alone you get 100% currency and with 2 players you get 75% currency each. you get less loot per map if you are in a party. people in full mf speed clear juiced content solo. this league has horrendous amounts of damage and life on all the monsters, this is one of the most brutal build crushing leagues ever and people are running it at full whack with maximum juice from all sources in full mf gear solo and theyre just smashing top tier maps. |
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" That would be true only if your total solo MF is equal to total MF in party. Random public games may not have full loot benefits of party mode, but synchronized teams have more loot in total (thanks to MF cullers) than any of them could have solo. In addition, they pool their resources anyway. And occasional T0 unique drop is something you cannot easily have in solo, which pays for all expenses. " Yeah, mobs are strong, so people run T7 maps and still getting more loot than T16 without affliction. And all party benefits still apply, aurabots/cursebots counter monster bloat. Last edited by Echothesis on Feb 22, 2024, 12:41:50 AM
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" they have less loot each, significantly less. mf culler doesnt rly do anything, solo mf is better than a culler, it has the same quant, more rarity once uve done the splitting between party members and solo mf kills all the mobs which a culler doesnt. i dont think the maths supports it, the maths says solo mf is way better for the amount of loot you personally get from the same map. splitting the juice cost is the only actual advantage i can see. |
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" If you treat loot as homogeneous mass, yes. In reality every party member has slightly different needs, both in currency/fragments and in items. Pooling party resources together and using them directly is always more efficient than taking part of loot through the market. In addition, you must be referring to Affliction, where solo MF is uncommonly lucrative. Without affliction, getting direct mirror or MB drop is hardlocked (cannot prove, but so far all my experience says you need to have enough MF to bump droprates for these above 0 in the first place). This is what solo cannot do and party can, by offloading MF gear to another character. 6 players running solo each may work better for mass-selling common loot, quantity over quality. But I hope you agree that interaction with tedious poe trading on this scale is not for everyone, and it is unreasonable to expect players embracing it as the best way to profit. Weeks of hard grind vs 1 mirror drop, what would you choose?:) |
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" Did you just make this up, or was there a direct source / interview that a Dev said this officially? I'd like to see specifics and context, that trade league doesn't have trading for the majority of players. "Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln Last edited by DarthSki44 on Feb 22, 2024, 11:09:26 AM
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