Should they include a way to increase the difficulty of monsters when you're soloing, similar to the /players 8 in Diablo II?
Anyone think this command is a little "overpowered", if you will? I.e. the loot and gold drops are significantly higher, while it's really not *that* much harder in D2.
Should they include a way to increase the difficulty of monsters when you're soloing, similar to the /players 8 in Diablo II?
Yeah, I think that was a great way to compensate for a major challenge/benefit of multiplayer online that you couldn't get on single player.
Anyone think this command is a little "overpowered", if you will? I.e. the loot and gold drops are significantly higher, while it's really not *that* much harder in D2.
I don't really think this is an issue with the command being in the game as much as scaling difficulty with the amount of players in it. The command works fine, it's the scaling that's the issue.
I thought the scaling was moderately okay, though. Could have been better, but I don't think it was terrible.
Would rather see single player just get harder and better designed. Nightmare is the only difficulty that's fun to play single player in D2. In Normal monsters are way too sparse and fragile. Hell depends way too much on monster immunities for a cheesy approximation of difficulty.
Would rather see single player just get harder and better designed. Nightmare is the only difficulty that's fun to play single player in D2. In Normal monsters are way too sparse and fragile. Hell depends way too much on monster immunities for a cheesy approximation of difficulty.
Agreed.....things should be more difficult and require more coordination as more players join and difficulity increases....not just immunities and tons more life/damage
Yeah really it was relatively easy in d2 i think they should increase the difficulty more because it was just like killing a bunny.
Anything besides Hell was easy as pie. I found that whenever I had a lot of people in a game in Hell, though- that combined with dual-immunities made it nearly impossible without resistance-breaking gear and a meatshield.
(PS: Yes, kill the bunnies! :mad: )
But yeah, if they could think of something more creative, dynamic, and engaging than simply having health or whatever scaling with new players, like the above posters said, I'd be for that.
(But since the question was about /players command, that's what I answered :P)
its ok...but i got kinda pissed when those spammers would get on when your soloing and your killing things and they joined and it says diablos minions grow stronger it would just make me feel all pissed...1 good thing is you got more xp though lol
It has come to my attention that some players are more competitive than others. They are looking for greater challenges. This way it would really allow the game to last longer for them. (Me) Making death more of a reality gives an edge to any game. Even those with Epic heroes such as Diablo.
For the loot, I think it shouldn't have to be implemented in a way where if you chose to highten the level of difficulty, it wouldn't directly enhance the ammount/quality of drops you're getting. Part of the difficulty is to be able to go through the levels with the same gear as you would normally have if you were playing casually. They should get the same chance to get Uber gear as everyone else. Otherwise it wouldn't feel as rewarding.
Plus if the gear was better, wouldn't it make it redundant? Your hero would quickly become too strong and it wouldn't feel as hard as it should.
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----------Brought to you by Diablofans.com Forums -------- Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
I'm hoping for different mob/boss abilities for each level of difficulty.. although that would be a lot of coding and scripting.
Well, to be completely off topic but answer your question to some extent, random mobs, bosses, quests, and such will all be part of the overworld and underworld in any difficulty.
Anyone think this command is a little "overpowered", if you will? I.e. the loot and gold drops are significantly higher, while it's really not *that* much harder in D2.
Yeah, I think that was a great way to compensate for a major challenge/benefit of multiplayer online that you couldn't get on single player.
I don't really think this is an issue with the command being in the game as much as scaling difficulty with the amount of players in it. The command works fine, it's the scaling that's the issue.
I thought the scaling was moderately okay, though. Could have been better, but I don't think it was terrible.
Agreed.....things should be more difficult and require more coordination as more players join and difficulity increases....not just immunities and tons more life/damage
Anything besides Hell was easy as pie. I found that whenever I had a lot of people in a game in Hell, though- that combined with dual-immunities made it nearly impossible without resistance-breaking gear and a meatshield.
(PS: Yes, kill the bunnies! :mad: )
But yeah, if they could think of something more creative, dynamic, and engaging than simply having health or whatever scaling with new players, like the above posters said, I'd be for that.
(But since the question was about /players command, that's what I answered :P)
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Stay awhile, and listen.
Two thumbs up.:thumbsup:
It has come to my attention that some players are more competitive than others. They are looking for greater challenges. This way it would really allow the game to last longer for them. (Me) Making death more of a reality gives an edge to any game. Even those with Epic heroes such as Diablo.
For the loot, I think it shouldn't have to be implemented in a way where if you chose to highten the level of difficulty, it wouldn't directly enhance the ammount/quality of drops you're getting. Part of the difficulty is to be able to go through the levels with the same gear as you would normally have if you were playing casually. They should get the same chance to get Uber gear as everyone else. Otherwise it wouldn't feel as rewarding.
Plus if the gear was better, wouldn't it make it redundant? Your hero would quickly become too strong and it wouldn't feel as hard as it should.
--------~~Mattheo's Quote of the day~~---------
----------Brought to you by Diablofans.com Forums --------
Originally Posted by mattheo_majik
I LOVE being a SEX TON!!!
Well, to be completely off topic but answer your question to some extent, random mobs, bosses, quests, and such will all be part of the overworld and underworld in any difficulty.