6-player party mapping gives 36 times the loot of solo play. Please nerf group farming rewards.

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valiryon#2735 wrote:
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Hauran#5350 wrote:
Someone online has tested it: a 6-player party with a dedicated Magic Finder (MF culler) gets at least 36 times the loot compared to solo mapping.*

This kind of reward completely destroys the game’s economy. If the 0.5 league is going to last half a year, then such an overpowered group farming advantage cannot be allowed to exist — otherwise, the economy will be severely ruined within the first week of the 0.5 league.

Please, GGG, significantly nerf group farming rewards!


I generally do solo play + trade. At what stage in end game does the farming impact you?

0.4 is the first major update I stopped playing early on. But I still got pretty decently into end game. Base items were painfully expensive due to temple, so even crafting seemed prohibitive. Part of the problem is mapping is lacking and so is temple. Hopefully 0.5 fixes these issues, but I fear I will ever actually like the temple and also fear GGG will chase more features like this.

Answering the question above... I ended up with a ~70 div surplus that I couldn't spend on anything via trade. I could probably get a weapon with better dps but overall it wouldn't be an upgrade because of all the other modifiers my weapon has that don't get tracked in the dps. So to get an actual dps upgrade it would cost way too much if I wanted to just trade for it.

So overall, I don't think group play advantages are a concern for me when compared to general design choices for the game...


Temple broke everything no doubt but that broken feature combined with the party boosting of loot was another layer of multiplier pushing it even higher. Compare that to someone who did not abuse temple and did not abuse party play boosted loot. The gap between them is thousands of divines. The same impact was on the market. Instead of a 1 div item being 5 div because of temple, it was boosted even higher to 15 div because of the abuse. Removing temple, the party boost is not as noticeable but it is still there. Again, this is not the average joe and his buddy playing. This is the cartel tycoon style groupers and the xp boost no damage no loot parties etc. causing the problems. Just my take on it at least.
I still believe that party bonus isn't a problem at all in normal circumstances. I also think rarity bots aren't as big of a problem as people think in general, but I also want player rarity gone entirely personally.

Temple was such an outlier because it gave such huge values for so many of the other layers. Getting hundreds of percent of pack size, increased rare monsters, monster effectiveness, rarity, and quant (ilI don't remember the specific bonuses right now) means it was adding many layers of extremely high values. Things get a bit wild when any one of those layers gets too high somehow, temple was just every layer being allowed to get way too high. All of those being so high did indeed make the party bonus have more effect than normal, but removing party bonus isn't going to fix temple hah
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miro#1112 wrote:
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The videos you linked aren't showing 36x loot to me. Me and my friends running solo juiced maps were getting 1-3 divs every map, they'd have to be getting up to 18D on a map to match our better maps. How much did they get from those maps total?
Gonna see if I can pull a transcript and translation from the Chinese video.

This is merely a result based on mathematical logic.
By paying 1/6 of the ticket price, one can obtain six times the amount of loot for a single player. Compared to a single player paying 1 times the ticket price to get 1 times the loot, isn't it 36 times the loot for a team?

As for the distribution you mentioned, the entire team is mine.


Ah I see your workings now, I appreciate that! We can talk actual numbers!

Your 36 number is not correct though. :)

The total profit you get, is the value of all the drops you get from a map, minus the entry fee. So let's say you spend 3D on a map and tablets, and you get 18D out of that map.
18D - 3D = 15D profit solo
Now if you split the cost of the tablet 6 ways, then it becomes:
18D - (3D / 6) = 18D - 0.5D = 17.5D profit
Which is nowhere near 36x profit. However, if 6 people are splitting the cost of entry, they're expecting to split the profit in most cases. So the math becomes:
(18D / 6P) - (3D / 6P) = 3 D/P - 0.5 D/P = 2.5 Div per Player profit
Which since there's 6 players, 6P × 2.5D/P = 15D - the same total profit as solo. If you're playing all 6 characters yourself, you still just get the same return.


Of course, my math above is intentionally narrow, just to help demonstrate the flaw in your logic. Player rarity and leechers are another variable that certainly matter and the math gets interesting and tricky. My point here is: just because the entry cost gets split 6 ways, that does not equal 36x loot.


Obviously, there's something wrong with your calculation.
Let me give you a math problem.

If the ticket price for a map is 6D and a single person earns X(D) by completing the map, then the net income is x-6(D).
If each player in a team can get x(D) when they complete the map, then the net gain is x-1(D).
Please calculate (x-1)/(x-6) =36, and x>6.

If you can work out this math problem, you will understand what problems there may be with the team's earnings.
Last edited by miro#1112 on May 23, 2026, 4:53:42 AM
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miro#1112 wrote:

Obviously, there's something wrong with your calculation.
Let me give you a math problem.

If the ticket price for a map is 6D and a single person earns X(D) by completing the map, then the net income is x-6(D).
If each player in a team can get x(D) when they complete the map, then the net gain is x-1(D).
Please calculate (x-1)/(x-6) =36, and x>6.

If you can work out this math problem, you will understand what problems there may be with the team's earnings.

Sorry, but that math is not correct.

You divided the entry cost six ways, but you did not divide the reward six ways. If a solo player runs a 6D map and the map returns x Div total loot, then solo profit is:
x - 6

For a 6-player party, then the party still has the same x Div total loot to split. So each player gets:
x / 6 loot

And each player pays:
6 / 6 = 1D cost

So each player’s profit is:
(x / 6) - 1

Which is the same as:
(x - 6) / 6

That means the party is just splitting the same total profit six ways. Splitting the entry cost does not increase profit unless the loot side also increases.


Your math reused x to mean two different numbers because you didn't divide the reward by the party size.

Again, I am intentionally excluding rarity, leechers, party quantity, and other multipliers here. Those may matter later, but they should be added after we agree on the base accounting.
Last edited by KaosuRyoko#1633 on May 23, 2026, 10:18:34 AM
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miro#1112 wrote:

Obviously, there's something wrong with your calculation.
Let me give you a math problem.

If the ticket price for a map is 6D and a single person earns X(D) by completing the map, then the net income is x-6(D).
If each player in a team can get x(D) when they complete the map, then the net gain is x-1(D).
Please calculate (x-1)/(x-6) =36, and x>6.

If you can work out this math problem, you will understand what problems there may be with the team's earnings.

Sorry, but that math is not correct.

You divided the entry cost six ways, but you did not divide the reward six ways. If a solo player runs a 6D map and the map returns x Div total loot, then solo profit is:
x - 6

For a 6-player party, then the party still has the same x Div total loot to split. So each player gets:
x / 6 loot

And each player pays:
6 / 6 = 1D cost

So each player’s profit is:
(x / 6) - 1

Which is the same as:
(x - 6) / 6

That means the party is just splitting the same total profit six ways. Splitting the entry cost does not increase profit unless the loot side also increases.


Your math reused x to mean two different numbers because you didn't divide the reward by the party size.

Again, I am intentionally excluding rarity, leechers, party quantity, and other multipliers here. Those may matter later, but they should be added after we agree on the base accounting.


I have already made the distribution.
If the loot obtained after the team's average sharing is less than the loot obtained by an individual, this team simply cannot proceed.

In fact, the X each person gets in a team is greater than the X one person gets, but now we calculate based on the lowest equal.

All other bonuses are not counted here.
Last edited by miro#1112 on May 23, 2026, 2:18:36 PM
You used X as the variable for how much loot a single player gets. Then you used X as the variable for how much loot a single in a party of 6 gets. Those are two different numbers that you are reusing the same variable for within the same equation - algebra breaks if you do that.

Or possibly you are intending to imply with your math that if one person goes into a map he gets X loot, and that if 6 people go into a map they get 6*X loot. If you are claiming this is the baseline, that is inaccurate.
This might indeed be an inappropriate question, as I want to control some variables as much as possible.

Let me state my conclusion directly.

Due to the existence of the ticket price difference, when the value of the loot obtained by a single player is infinitely close to the ticket price, the revenue multiplier between him and the team players will be significantly widened to infinitely close to positive infinity.

That is to say, the team formation benefit mentioned by the original poster will be 36 times.
I've really been against the massive group play benefits for like a decade now but I don't think they are going to adjust it
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Direfell#7544 wrote:
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karsey#2995 wrote:
36% more loot than you


I'm not concerned about this issue tbh, but 36x is not 36% more, its 3,600%. so divided by 6 people its 6x or 600% more divines.

But also no source for this data so its all bunk.


6x is already broken. It doesn't have to be 6 people you know, it might be 1 player and 5 scripted bots benefiting from the 36x bonus.
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Dmo90#6022 wrote:
I've really been against the massive group play benefits for like a decade now but I don't think they are going to adjust it


They already did this in Chinese version 0.5 update, but what about our version ? or we will gonna play with worse economy.

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Team adjustments for the Chinese server
- The Chinese server will reduce the overall drop amount for multi-player teams; Other details will be revealed before the Echoes of the Ancients version goes live.

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