Show you guys how to earn 25divs + 4 perfect exalteds in 1 map

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The logic behind group reward is that more players will need more loot drop, don’ you think so?


No,the first and the basic logic is the drop logic, not what players need.

For example, 1 monster can drop 1 item, 2 monsters drop 2 items.
1 player kills 1 monster and get 1 item.
1 player kills 2 monsters and get 2 items.
6 players kill 1 monster and get 1 item.
6 players kill 2 monsters and get 2 items.

In other words, if 1 million players in 1 map just kill 1 monster ,then they will get 1 items in total.

Because the dropped item came from monsters which be killed , not the numbers of players. This is logic, this is basic,this is physical.

But for now,Same map, Same monsters, 1 player kills 1 monster get 1 item, 6 players kill 1 monster get 6 items. This is not the logic, the same monster, 1 time or 6 item,this is ridiculous.

So i give my suggestion is that when 6 players get into 1 map, the blood or the life and resistance shouldn't be plused or 6times,should be the same life same blood same resistance with 1 player 1 map. And when you play in a group, you and your teammates can interact with each other to achieve some beautiful combination which means that you can solve a diffcult map with relatively cheap equipments. This is one of my suggestions.


If that’s the case nobody will want to party up for mapping since it’s incredibly inefficient to farm currencies. It’s just the philosophy of the dev, do they want to promote group play or not? And I think the evidence is clear.
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The logic behind group reward is that more players will need more loot drop, don’ you think so?


No,the first and the basic logic is the drop logic, not what players need.

For example, 1 monster can drop 1 item, 2 monsters drop 2 items.
1 player kills 1 monster and get 1 item.
1 player kills 2 monsters and get 2 items.
6 players kill 1 monster and get 1 item.
6 players kill 2 monsters and get 2 items.

In other words, if 1 million players in 1 map just kill 1 monster ,then they will get 1 items in total.

Because the dropped item came from monsters which be killed , not the numbers of players. This is logic, this is basic,this is physical.

But for now,Same map, Same monsters, 1 player kills 1 monster get 1 item, 6 players kill 1 monster get 6 items. This is not the logic, the same monster, 1 time or 6 item,this is ridiculous.

So i give my suggestion is that when 6 players get into 1 map, the blood or the life and resistance shouldn't be plused or 6times,should be the same life same blood same resistance with 1 player 1 map. And when you play in a group, you and your teammates can interact with each other to achieve some beautiful combination which means that you can solve a diffcult map with relatively cheap equipments. This is one of my suggestions.


If that’s the case nobody will want to party up for mapping since it’s incredibly inefficient to farm currencies. It’s just the philosophy of the dev, do they want to promote group play or not? And I think the evidence is clear.


In fact, I very agree with promoting group play, but there are so many methods to promote group play, now GGG choose a very bad way maybe the worst way------straightly reward group play by increase massive drops.

Undoubtfully, group play is very important to this game and by group playing players can achieve some dramatic effect in game which are very interesting. So the most important thing is to find a better or much better promoting method, the method ggg used for now is wrong and will destroy the game environment(like allow many cheaters to get much more drops by using group play illegally).

I give my suggestions and they are very rough. Even they are very rough, they are more healthy than the method now used.

There is no right or wrong, only a song
I ran a test with just 1 other person. 3 div drop on one map vs solo where you run maybe 3-5 for 1. Ran it again. 2. Then again 3.

Thank you for your video. Finally able to see how crazy groups are. No wonder so many youtube videos out about making maps with overrun with 80% rarity selling for 1 div but in return they make 10+. Clear as day now

Streamers and groups kill this game. while the people in here are QQing about your post. You are very muchly right. Its not cost effective to run solo. Groups need a nerf and people dont want that. If this was a reddit post. They would collectively down vote you so fast. They known towers where a problem and now they need to go for that group extra loot :)
Perhaps, the right approach is not allowing group play in maps but only in uber bosses fight, create somekind of unique items for group bosses fight or smthing, doing so the currency drop doesn’t matter anymore and people encouraged to party for chase items only?
Perhaps, the right approach is not allowing group play in maps but only in uber bosses fight, create somekind of unique items for group bosses fight or smthing, doing so the currency drop doesn’t matter anymore and people encouraged to party for chase items only?
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The logic behind group reward is that more players will need more loot drop, don’ you think so?


The logic is to invite your friends to play with you so they can spend money on cosmetics.
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The logic behind group reward is that more players will need more loot drop, don’ you think so?


No,the first and the basic logic is the drop logic, not what players need.

For example, 1 monster can drop 1 item, 2 monsters drop 2 items.
1 player kills 1 monster and get 1 item.
1 player kills 2 monsters and get 2 items.
6 players kill 1 monster and get 1 item.
6 players kill 2 monsters and get 2 items.

In other words, if 1 million players in 1 map just kill 1 monster ,then they will get 1 items in total.



In which case there' be no reason to ever play multiplayer, and they may as well just make the game offline single player, because even groups of friends playing together won't actually play together, they'll play separate solo sessions in a Discord chat.

When we say that multiplayer shouldn't affect drops, what that means is that for each individual play they should personally be getting the same amount of drops regardless of whether they're solo, in a group, or how big the group is.
The individual player. Each individual player.

Meaning that in a group of 6 all 6 need to get the same drops they'd get alone, so functionally there needs to be 6 times more drops than normal.
Hands down.
You should not get less drops for playing multiplayer.

You also should not be able to use multiplayer to get the other players' drops.
THAT is what the problem is.

The easy and best solution is personalizing drops.
Using a system where each individual only sees their own drops, no shared looting. What drops for you has no bearing on anyone else and vice versa.
Many devs have been smart enough to make their games do this.

If for some reason GGG is obsessed with people being able to see what drops for other party members, instead of personalizing the loot system like they should, then the next solution down the list is making permanent allocation the only allocation, and formally stating players are not allowed to set a party rule "leeching xp only all loot is mine"
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The_Song#4903 wrote:
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The logic behind group reward is that more players will need more loot drop, don’ you think so?


No,the first and the basic logic is the drop logic, not what players need.

For example, 1 monster can drop 1 item, 2 monsters drop 2 items.
1 player kills 1 monster and get 1 item.
1 player kills 2 monsters and get 2 items.
6 players kill 1 monster and get 1 item.
6 players kill 2 monsters and get 2 items.

In other words, if 1 million players in 1 map just kill 1 monster ,then they will get 1 items in total.



In which case there' be no reason to ever play multiplayer, and they may as well just make the game offline single player, because even groups of friends playing together won't actually play together, they'll play separate solo sessions in a Discord chat.

When we say that multiplayer shouldn't affect drops, what that means is that for each individual play they should personally be getting the same amount of drops regardless of whether they're solo, in a group, or how big the group is.
The individual player. Each individual player.

Meaning that in a group of 6 all 6 need to get the same drops they'd get alone, so functionally there needs to be 6 times more drops than normal.
Hands down.
You should not get less drops for playing multiplayer.

You also should not be able to use multiplayer to get the other players' drops.
THAT is what the problem is.

The easy and best solution is personalizing drops.
Using a system where each individual only sees their own drops, no shared looting. What drops for you has no bearing on anyone else and vice versa.
Many devs have been smart enough to make their games do this.

If for some reason GGG is obsessed with people being able to see what drops for other party members, instead of personalizing the loot system like they should, then the next solution down the list is making permanent allocation the only allocation, and formally stating players are not allowed to set a party rule "leeching xp only all loot is mine"


This can solve the problem for those looking for exp leechers. However, many studios and professional farmers use bots, and individual loot drops won't affect them much. They simply need to gather all the items picked up by the bots onto themselves after farming.

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