okay, im not the one to reinvent the wheel, but why doesnt Blizz give us "full control" of game difficulty by implementing a switch using a variable built on a few exponential (or heavens forbid linear) functions like the /players X switch was in D2 (which was of course more linear than exponential)?
simply type: /mp X and the formula will dynamically adjust the monsterhp/monsterdmg/loot/xp and whatnot ratio using those functions
i have always wondered with regards to monster power why we were bound by static, preprogrammed difficulties in the first place
I agree that it would be nice, but I wonder why you mention D2 as example. In D2 you had /players 1 to 8, in D3 you have MP0 to 10. 8 vs 11 difficulty settings.
But maybe the answer lies in D2 1.09b: for a short period, /players would go up to 64, but was removed shortly after (at least on official servers, not talking about mods here). It seems that it's not that easy to let it scale up infinitely. As for the steps between different monster powers now, I don't feel like MP1-10 needs more granularity. Is anyone playing on MP9 anyways? I usually play 1, 5, 7, 10. If the reason to not have this "full control" is a month or two development time that could be spend on different things, I'd say there are more important things...
I agree that it would be nice, but I wonder why you mention D2 as example. In D2 you had /players 1 to 8, in D3 you have MP0 to 10. 8 vs 11 difficulty settings.
But maybe the answer lies in D2 1.09b: for a short period, /players would go up to 64, but was removed shortly after (at least on official servers, not talking about mods here). It seems that it's not that easy to let it scale up infinitely. As for the steps between different monster powers now, I don't feel like MP1-10 needs more granularity. Is anyone playing on MP9 anyways? I usually play 1, 5, 7, 10. If the reason to not have this "full control" is a month or two development time that could be spend on different things, I'd say there are more important things...