Just a reminder, please remove the team loot bonus in version 0.5.

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Evergrey#7535 wrote:
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Is team play fun because you have fun with others or because of the extra loot?

If it is fun, then extra loot is not required. If it is the loot then you don't actually like the team play you just like the extra loot.


I love people not playing in a group trying to nerf it.
Get a party of few people and play together a bit, you will see how it feels.
Loot is not better at all until some top-end-game super juiced content for which you need a rarity bot.
If Temple wouldn't stack rarity in thousands% you wouldn't care.
Reflect on what's the real issue here.

Also i recommend to spend less time reading Global chat in-game. It makes you believe stuff doesn't exist.


Problem is, a party can breach rarity threshold to "divine rain mode" without temple as well. Thanks to trade abuses, party div/mirror drops worth more than what 6 solo players can farm in a week (even assuming solos manage to convert all trash loot to currency).

Second problem is, a party should not have any inherent advantages at all, regardless of how bad/buggy the loot system is (rarity stacking specifically). Not a person's fault they don't have 5 nolifer friends willing to grind poe every day.

Solo players should have same farming opportunities as group players, meaning separate loot generation for each party member is required, no rarity bots and no other peer-to-peer MF stacking in any form.


+1 to this. We had enough we these people gathering valuable drops from guilds and selling them as third party companies that not only ruining GGG's profit but also price balance in market.

Make drop opportunities be equal in any team number.
This is a multiplayer online game, man. It's sad for you to be so bitter you're calling other players no lifers just because they manage to find groups to play with.

The party increase for loot quality and quantity is not high enough to match what it would be for each of those players individually. If every player can solo all the content it's already better for them to do that.

The parties you see where people are paid to *not* fight are already rare edge cases where one person plans to solo the juiced up 6 man event and expects all the best drops from it. If every player could play their own instance and handle the content it would be better for everyone but that leader.

Wanting to kill the slight benefit to group play would mean making an online, multiplayer rpg in which it's always 100% better financially to ignore other humans and play alone.

That's sad. Instead of trying to smash the game with a stick for people who have friends, perhaps try playing at the start of the new league and joining a guild and making friends of your own.
Ive met quite a few players thanks to parties. If that was taken away that means future opportunities to met new people is lost. A lot of the players ive ran with are all now in the same guild and are all looking forward to running 0.5 together. Those experiences would have never happened if parties didnt exist. You will always run into bad company when running parties but that doesnt mean that mechanic should be taken away because of bad experiences.
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Evergrey#7535 wrote:

I love people not playing in a group trying to nerf it.
Get a party of few people and play together a bit, you will see how it feels.
Loot is not better at all until some top-end-game super juiced content for which you need a rarity bot.
If Temple wouldn't stack rarity in thousands% you wouldn't care.
Reflect on what's the real issue here.

Also i recommend to spend less time reading Global chat in-game. It makes you believe stuff doesn't exist.


Problem is, a party can breach rarity threshold to "divine rain mode" without temple as well. Thanks to trade abuses, party div/mirror drops worth more than what 6 solo players can farm in a week (even assuming solos manage to convert all trash loot to currency).

Second problem is, a party should not have any inherent advantages at all, regardless of how bad/buggy the loot system is (rarity stacking specifically). Not a person's fault they don't have 5 nolifer friends willing to grind poe every day.

Solo players should have same farming opportunities as group players, meaning separate loot generation for each party member is required, no rarity bots and no other peer-to-peer MF stacking in any form.


"Not a person's fault they don't have 5 nolifer friends willing to grind poe every day."
That argument actually works both ways you know?
Also, there is content that has valuable drop independent from rarity - literally every Boss unique item drop.
Also, if party should not have any advantage, it should have up to 6x loot, because one thing takes 6 people's time instead of one.

Rarity is influencing pretty much only currency drops.
I am just saying it is pretty good as it is now, just don't let another temple happen and trim the rarity mod from items even more and we are fine.
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Evergrey#7535 wrote:
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Is team play fun because you have fun with others or because of the extra loot?

If it is fun, then extra loot is not required. If it is the loot then you don't actually like the team play you just like the extra loot.


I love people not playing in a group trying to nerf it.
Get a party of few people and play together a bit, you will see how it feels.
Loot is not better at all until some top-end-game super juiced content for which you need a rarity bot.
If Temple wouldn't stack rarity in thousands% you wouldn't care.
Reflect on what's the real issue here.

Also i recommend to spend less time reading Global chat in-game. It makes you believe stuff doesn't exist.


I do play with friends because they are friends. That is why I enjoy playing the game with them. It has nothing to do with loot. That is why when I say I enjoy group play with friends I am being honest. It is because it is fun to play with friends. Extra loot has nothing to do with it.

Side note, the drops are better in my experience when playing with my friends and we have the rotate loot option on or whatever setting it is and they tend to get the better drops but that is not why I do play group.
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Musano#5035 wrote:
Ive met quite a few players thanks to parties. If that was taken away that means future opportunities to met new people is lost. A lot of the players ive ran with are all now in the same guild and are all looking forward to running 0.5 together. Those experiences would have never happened if parties didnt exist. You will always run into bad company when running parties but that doesnt mean that mechanic should be taken away because of bad experiences.


Why would the ability to party and meet new people be taken away? That is not even being discussed. People are talking about the loot bonus groups get. Not the grouping in itself. Interesting you conflate the extra loot discussion to be one with removal of group play. Are you implying group play would be gone if there was no loot bonus? If so, you are proving the point that people care about better loot and not the group play itself.
Obviously you don't understand the meaning of party loot. IF and only IF party loot was bounded to each account managed to pick the item quicker then YES i support the idea of better opportunities in party loot. But right now third party companies ruining everything in game and that makes me sick and hate every RPG game created after 2000.
The instance leader can set loot allocation. You can set it to permanent, so only the person an item was assigned to can ever pick it up.
Just make personal loot already like in Diablo games. Everyone's loot can be seen and picked up only by himself. And only he's rarity from gear works.
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dmb666#1882 wrote:
Just make personal loot already like in Diablo games. Everyone's loot can be seen and picked up only by himself. And only he's rarity from gear works.


+1.

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