![]() ![]() Whatever you may think of rotas, getting dc'd after submitting your map because there's too much VD or icestorms flying around is not acceptable game performance.Please update this article to reflect newly available information. That said, large parties are where potato computers and spotty connections go to die. It would only serve to warp the economy even more than is already possible.įixing multiplayer will necessarily entail some optimization, long overdue for years now, and revisiting the way teams (or even loosely organized pubby groups) approach boss encounters.Ĭurrently, the party difficulty slider punishes 2-man groups the worst, and 6-man groups the least bloated HP is not only a deterrent to speed farming, but also disproportionately hinders smaller groups. Making it even more rewarding would not help the people we want to help. It's already profoundly more lucrative and rewarding to belong to a large active guild and always share and pool content such as map quant, syndicate crafts, garden seeds/crafts, and sulphite. challenges which require dedicated carries, or core content with absolute roadblocks for some builds such as CI bosses or hard counters to minion skills such as the dude in Acid Caverns) makes players mad and shouldn't be part of the game. ![]() Hell, make a partnership with Discord, you are owned by the same company after all, aren't you? Expand the guild system, build in some API-links with Discord and reap the rewards.įorced group play (e.g. With better secondary social aspects, party play would become indirectly more encouraged. Giving players the ability to hide said effects, is removing possible buyers. They thrive on the fact that people see skill effects and MTX's while playing. ![]() When it comes to screen clutter, we have to remember that skill effects are their livelihood. League specific content is, in most cases, too bound to the party leader, with little to no progression for his party members. That said, they can greatly improve their league mechanics towards the idea of party play. They know that, and it will probably never happen, hopefully. GGG will shoot themselves in the foot if they introduce content/achievements/rewards locked behind party play. Make it too little encouraged, and you lose an important social aspect, which will also result in less players. Make it too 'encouraged', and you'll lose half the player base. Tons of people are mapping together as we speak. How can we bring back coop play to POE? Or at least make it an option for players who prefer coop play compared to solo play. One thing I personally enjoy is bringing my whole minion army to the fight in addition to the other players because that also somehow feels more co-op like. ![]() I super dig the gameplay aspect of being sharing a challenge with other players together and simultaneously. Diablo 2 had up to 8 player coop which was really fun, and I was a little dismayed when I initially found out POE was only 6 player coop back in the launch days, although considering screen clutter of skill effects, 8 might be a bit over the top.Īnyhow, what are some ideas that we could bring back co-op play to POE? It is a multiplayer game after all. I heard Diablo 4 is going to have some sort of limited MMO aspect to it that they are working on. Interestingly enough I still prefer ARPGs over MMOs due to being able to play minion builds, but I can't help but notice POE is geared more towards solo play. ![]()
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