Multiplayer
While Diablo III is playable solo, the game is built around a multi-player experience. Blizzard has made the effort to play with others much easier in Diablo III. Able to drop in and out at any time, players will be able to group and slay demons with their friends or complete strangers.
Each game may have up to four players.
Monster difficulty will increase with the number of players in the game.
Followers are not allowed in multiplayer games.
Games can be made either private, invite only, or public.
Players can search for public games simply by choosing the quest they want to start at.
When joining a game, each player's banner will be present in the cities.
Clicking on a player's banner will automatically teleport you to that player for quick access.
When entering an event, such as a boss fight, each player of the group will be notified and asked to join.
Each player receives their own item drops and gold from mobs that only they can see and pick up. However health globes are global, and shared.
Players may pick up and then drop the items for other players to pick up.
In multiplayer the Magic Find stat of all players will be combined and divided by the amount of players in the group to bring a balanced drop rate to all of them. More on this in our Magic Find Recap. (Source)
Players can resurrect other players when they die with a short channeling time.
There is no LAN play. All multiplayer is done through Battle.net.
Other players cannot use your town portals.
Armor will appear different on every class and gender.
There won't be any guild/clan support at launch and there are currently no plans to develop it.
Monster Scaling by Difficulty and Players
Here is how monsters scale per player in each difficulty:
Where was this scaling data obtained? I know that Inferno is supposed to be hard, but it seems a little odd that a group of 4 would cause monsters to have 440% health. It seems as if it would deter grouip play in Inferno. I could understand 100%, but am surprised at 110%
Where was this scaling data obtained? I know that Inferno is supposed to be hard, but it seems a little odd that a group of 4 would cause monsters to have 440% health. It seems as if it would deter grouip play in Inferno. I could understand 100%, but am surprised at 110%
It is in the Official Bradygame guide for Diablo 3, and they work directly with the developers to set up the guide.
Where was this scaling data obtained? I know that Inferno is supposed to be hard, but it seems a little odd that a group of 4 would cause monsters to have 440% health. It seems as if it would deter grouip play in Inferno. I could understand 100%, but am surprised at 110%
The health isn't what I think is the big factor in scaling, it's the damage output. If you have four people doing damage it's entirely reasonable that they have four times the health. The scary part is that Inferno monsters will be doing 45% more damage than if you were playing by yourself, on top of being far more numerous. The real kicker is that if you were playing by yourself in Inferno you'd have to still do the same portion of damage (for your share), but you'd be hit for 45% less every time.
Considering that you get no bonus EXP, increased drop rates, or gold/mf for groups, it's hard to see the statistical benefit of group at the Inferno difficulty if all you want to do is clear the game.
Each player receives their own item drops and gold from mobs that only they can see and pick up. However health globes are global, and shared.
I may be wrong about that, but I think I read somewhere that gold dropped by Goblin Treasure Seekers was actually shared between players. Can anyone confirm/deny this ?
Each player receives their own item drops and gold from mobs that only they can see and pick up. However health globes are global, and shared.
I may be wrong about that, but I think I read somewhere that gold dropped by Goblin Treasure Seekers was actually shared between players. Can anyone confirm/deny this ?
It is indeed currently shared between players, but it's a bug and has been listed as a known issue.
Each player receives their own item drops and gold from mobs that only they can see and pick up. However health globes are global, and shared.
I may be wrong about that, but I think I read somewhere that gold dropped by Goblin Treasure Seekers was actually shared between players. Can anyone confirm/deny this ?
It is indeed currently shared between players, but it's a bug and has been listed as a known issue.
It's actually working as intended. There WAS a bug with the loot (not gold) from treasure goblins in the beta. The bug was that the loot dropped by the treasure goblin was seen by all party members. They have infact fixed that bug with the loot. Each group member now gets their own loot from the treasure goblin.
The fact that everyone in the party can see the same gold dropped by the treasure goblin was done by the developers on purpose. I believe the reasoning was something about getting all group members to chase the treasure goblin. You see, if the same gold is seen by all group members, the gold is not shared and if someone else in the party loots the gold, you attain none. Thus, having the same gold seen by all, then it is more likely that all members will chase the treasure goblin.
Too lazy to find blue post.
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Multiplayer
While Diablo III is playable solo, the game is built around a multi-player experience. Blizzard has made the effort to play with others much easier in Diablo III. Able to drop in and out at any time, players will be able to group and slay demons with their friends or complete strangers.
Monster Scaling by Difficulty and Players
Here is how monsters scale per player in each difficulty:
Normal - 75% Health; 0% XP; 0% Damage
Nightmare - 85% Health; 0% XP; 5% Damage
Hell - 95% Health; 0% XP; 10% Damage
Inferno - 110% Health; 0% XP; 15% Damage
Videos
-http://www.youtube.com/watch?v=u8CBbeSAjVo
-http://www.youtube.com/watch?v=hI4peeO3yzY
LOL -http://www.youtube.com/watch?v=YcJ_XT3oWtY
I like how this is in every singe recap.
Where was this scaling data obtained? I know that Inferno is supposed to be hard, but it seems a little odd that a group of 4 would cause monsters to have 440% health. It seems as if it would deter grouip play in Inferno. I could understand 100%, but am surprised at 110%
It is in the Official Bradygame guide for Diablo 3, and they work directly with the developers to set up the guide.
The health isn't what I think is the big factor in scaling, it's the damage output. If you have four people doing damage it's entirely reasonable that they have four times the health. The scary part is that Inferno monsters will be doing 45% more damage than if you were playing by yourself, on top of being far more numerous. The real kicker is that if you were playing by yourself in Inferno you'd have to still do the same portion of damage (for your share), but you'd be hit for 45% less every time.
Considering that you get no bonus EXP, increased drop rates, or gold/mf for groups, it's hard to see the statistical benefit of group at the Inferno difficulty if all you want to do is clear the game.
It is indeed currently shared between players, but it's a bug and has been listed as a known issue.
It's actually working as intended. There WAS a bug with the loot (not gold) from treasure goblins in the beta. The bug was that the loot dropped by the treasure goblin was seen by all party members. They have infact fixed that bug with the loot. Each group member now gets their own loot from the treasure goblin.
The fact that everyone in the party can see the same gold dropped by the treasure goblin was done by the developers on purpose. I believe the reasoning was something about getting all group members to chase the treasure goblin. You see, if the same gold is seen by all group members, the gold is not shared and if someone else in the party loots the gold, you attain none. Thus, having the same gold seen by all, then it is more likely that all members will chase the treasure goblin.
Too lazy to find blue post.