I'm sure I am not the only one that wants this. I've seen requests to make bounties doable without needing a full 4 player group many times so I have thought of a possible solution. For each player missing in the game, there should be 1 less bounty to do in each act:
4 Players: 5 Bounties per act (6-7 Bounties per person)
3 Players: 4 Bounties per act (6-7 Bounties per person)
2 Players: 3 Bounties per act (7-8 Bounties per person)
1 Player: 2 Bounties per act (10 Bounties to do solo)
As you can see, you would still need to to more bounties with less players but it will be much better than doing 25 bounties solo. If you start in a public game by yourself and more people join afterwards, the number of bounties per act should increase accordingly in order to avoid having 4 players but only 10 bounties total. If players leave however, the number of bounties should stay the same as how it was.
Personally, rather than making bounties better for solo, I would like them to stay in the current format with a group focus.
Instead, I would like them to add other avenues to get bounty materials. Maybe a rift guardian could have a 5% chance on T10 to drop a full cache with 2 of each material in it, scaling to 15% on T11, 25% on T12, and 35% on T13.
Basically, find other reasons to get people into different game modes. These Rift Guardian cache drops should ONLY DROP the materials needed for the cube, no white mats, blue mats, yellow mats, or any legendary related items. Keep bounties for farming those related items!
I agree 100% with this recommendation. I normally end up playing at weird hours where there aren't that many people online within the clan and I don't like playing public games on bounties because some idiot normally turns in the act without checking if it's the bonus act. This would make my quality of life a better without taking away the benefits of group play.
I agree 100% with this recommendation. I normally end up playing at weird hours where there aren't that many people online within the clan and I don't like playing public games on bounties because some idiot normally turns in the act without checking if it's the bonus act. This would make my quality of life a better without taking away the benefits of group play.
Yes, drives me crazy when others turn in incorrectly. I wish that everyone had their own confirmation box like boss encounters. That said, while it is frustrating to have this happen, grouping is still faster for me than solo and so I grin and bear it.
I like bounties where they are at personally. I don't typically group with pubs but usually one act solo takes less than 15 minutes and usually around 10, as quick as 5 if I'm fortunate and flying. I would prefer more mats for TX1 to TXIII.
Really nice idea! Anything to make bounties more interactive and less cumbersome. In public games, there is almost no interaction. Everyone has to rush off and do their own bounties. We have no idea what anyone is doing, no idea how skilful they are, how well they play, whether they are watching netflix....
Playing a group game in a solo manner just feels very wrong to me.
Personally. I'd take it if they just removed the whole bonus act thing and let me do then however I want. I still need to do them all eventually, but after I do a bunch of act 1 bounties for a Rorg or sang bracers, I'd like to not have to do that one when I do bounties for a while because it's the second bonus act
Personally, rather than making bounties better for solo, I would like them to stay in the current format with a group focus.
Instead, I would like them to add other avenues to get bounty materials. Maybe a rift guardian could have a 5% chance on T10 to drop a full cache with 2 of each material in it, scaling to 15% on T11, 25% on T12, and 35% on T13.
Basically, find other reasons to get people into different game modes. These Rift Guardian cache drops should ONLY DROP the materials needed for the cube, no white mats, blue mats, yellow mats, or any legendary related items. Keep bounties for farming those related items!
As it stands there is currently zero group focus on bounties.
There would be group focus if all party members would have to be at the very least in the same map when the bounty is completed for it to count towards obtaining the cache.
However not only they are not in the same map, they are not even in the same act for most of the run.
Is just an absurd proposition to have a mechanic that increases disproportionally the yield by having three or four people in the party yet these people behave as if they were playing on their own.
It is a useful exploit, but it makes no sense whatsoever.
Personally, rather than making bounties better for solo, I would like them to stay in the current format with a group focus.
Instead, I would like them to add other avenues to get bounty materials. Maybe a rift guardian could have a 5% chance on T10 to drop a full cache with 2 of each material in it, scaling to 15% on T11, 25% on T12, and 35% on T13.
Basically, find other reasons to get people into different game modes. These Rift Guardian cache drops should ONLY DROP the materials needed for the cube, no white mats, blue mats, yellow mats, or any legendary related items. Keep bounties for farming those related items!
As it stands there is currently zero group focus on bounties.
There would be group focus if all party members would have to be at the very least in the same map when the bounty is completed for it to count towards obtaining the cache.
However not only they are not in the same map, they are not even in the same act for most of the run.
Is just an absurd proposition to have a mechanic that increases disproportionally the yield by having three or four people in the party yet these people behave as if they were playing on their own.
It is a useful exploit, but it makes no sense whatsoever.
I guess I fail to see how there is no group focus, when a group strategy is to split and conquer.
Like I said, I am on the fence. I get your suggestion, and it is viable, but another posted pointed out the huge problem of people simply selling these individual runs for others.
In the end, I think the best solution is as I stated, allowing other avenues to still give the mats, but at a limited rate. With how often you run rifts, 200 rifts at T13 would still net you 140 of each bounty mat based on my 35% suggestion, and running T13 is something you do anyways for keys. So maybe my suggestion was simply too high, or maybe it could just be 1 of each mat, yielding 70 act mats for each act based on odds per 200 rifts.
this is a great idea for botters!! for sure, blizzard should go this way
Yeah until they get banned. Either way it wouldn't affect anyone else if they wanna bot bounties. It would be a nice quality of life change for people who want to do them solo.
I think the bounty's are fine atm , it just comes down to if your willing to do them for the grind & ur willing to put in the time to get them , if ur in a pub game just type up & tell them to hand it in correctly isnt hard , it just comes down to lazyness imo i admit ive been their but i can do all acts in about an 1hr & a half sometimes an 1hr flat just dont kill everything u see thats half the problem i see most of the the time anyway
The problem with a dynamic bounty requirement system is how do you handle the scaling when players jump in and out of the game?
Say you start with a full group and then 3 players decide to bail when half the bounties are done per act. Does that mean the remaining player gets to cash in immediately? Or do they have to finish off 5 bounties per act alone then?
And then there's the opposite... if a player starts solo, completes 4 acts but doesn't hand them in, and then players keep joining, does the goal post keep moving and now the team needs to do a full 5 bounties per act (effectively punishing the first player)? Or does the team just need to do 2 bounties per act only? (extremely broken this would be)
As it is, I don't find the current bounty system a problem... it rewards you for gearing up a speed bounty farming build... and that's what end game Diablo is all about, creating builds to handle different situations.
The devs have said again and again that D3 is designed as a social game they will reward players more for playing in groups and I don't think they're gonna change this anytime soon.
I suppose the concept of 'mandatory' differs from player to player. It certainly isn't mandatory to group up and when you're undergeared, it just means one needs to lower the difficulty to finish them in a reasonable time.
I don't find doing the current 5 bounties per act solo tedious once I've gotten my speed build up and running. It's certainly faster than running with a bunch of noobies who don't get around as fast or know how to quickly finish each type of bounty and personally think there are more important things the devs need to focus their resources and time towards (would much prefer them ensuring all skills are catered for in the 6pc sets and not resort to LoN as the answer to everything that 6pc sets don't support).
In saying all that, I agree with the players above who said that they need to provide another means to get legendary mats other than bounties. I sure hope the cache rewards for challenge rifts give leg mats... maybe just 2 or 3 or each type max so that bounties is still the better way of getting leg mats but at least we can still get them via other means.
I agree with OP, something needs to be done. I don't mind a well coordinated 4-man group being more efficient than solo but the gap is too big right now.
The double bag system is also a hindrance to us casual solo plebs, you always have to commit to a complete run which might take quite a while in the beginning of the season before you get your proper speed-gear. All other aspects of the "end-game" is capped at 15 minutes increments which I is what I find one of the most compelling features of D3. Even ditching a rift at halfway through for real-life-interference is no biggie. Aborting a full bounty run before it's complete, not so much.
That is not quite the case.
Bounty bonus rotation follows a predictable pattern. Organising oneself a bit allows for more flexibility.
Personally, rather than making bounties better for solo, I would like them to stay in the current format with a group focus.
Instead, I would like them to add other avenues to get bounty materials. Maybe a rift guardian could have a 5% chance on T10 to drop a full cache with 2 of each material in it, scaling to 15% on T11, 25% on T12, and 35% on T13.
Basically, find other reasons to get people into different game modes. These Rift Guardian cache drops should ONLY DROP the materials needed for the cube, no white mats, blue mats, yellow mats, or any legendary related items. Keep bounties for farming those related items!
As it stands there is currently zero group focus on bounties.
There would be group focus if all party members would have to be at the very least in the same map when the bounty is completed for it to count towards obtaining the cache.
However not only they are not in the same map, they are not even in the same act for most of the run.
Is just an absurd proposition to have a mechanic that increases disproportionally the yield by having three or four people in the party yet these people behave as if they were playing on their own.
It is a useful exploit, but it makes no sense whatsoever.
I guess I fail to see how there is no group focus, when a group strategy is to split and conquer.
Like I said, I am on the fence. I get your suggestion, and it is viable, but another posted pointed out the huge problem of people simply selling these individual runs for others.
In the end, I think the best solution is as I stated, allowing other avenues to still give the mats, but at a limited rate. With how often you run rifts, 200 rifts at T13 would still net you 140 of each bounty mat based on my 35% suggestion, and running T13 is something you do anyways for keys. So maybe my suggestion was simply too high, or maybe it could just be 1 of each mat, yielding 70 act mats for each act based on odds per 200 rifts.
'Divide and conquer' - apologies, I fail to see how this concept applies in the context of split bounties. May need an ELI5 on this one.
I still see the concept of split bounties as an exploit, not a triumph of group synergy.
What is a huge problem however, that greatly depends on your perspective. The potential and theoretical exploit of a mechanic not yet implemented is to me a smaller concern than not doing anything about a real and present daily exploit of a mechanic that already exists.
We may fool ourselves into thinking that split bounties are yet another perfectly admissible perk that comes with the clear bias of the developers towards party play, but in fact is just an unintended consequence of a poorly implemented mechanic that has been allowed to run unchecked for far too long.
I'm sure I am not the only one that wants this. I've seen requests to make bounties doable without needing a full 4 player group many times so I have thought of a possible solution. For each player missing in the game, there should be 1 less bounty to do in each act:
4 Players: 5 Bounties per act (6-7 Bounties per person)
3 Players: 4 Bounties per act (6-7 Bounties per person)
2 Players: 3 Bounties per act (7-8 Bounties per person)
1 Player: 2 Bounties per act (10 Bounties to do solo)
As you can see, you would still need to to more bounties with less players but it will be much better than doing 25 bounties solo. If you start in a public game by yourself and more people join afterwards, the number of bounties per act should increase accordingly in order to avoid having 4 players but only 10 bounties total. If players leave however, the number of bounties should stay the same as how it was.
I am on the fence with this.
Personally, rather than making bounties better for solo, I would like them to stay in the current format with a group focus.
Instead, I would like them to add other avenues to get bounty materials. Maybe a rift guardian could have a 5% chance on T10 to drop a full cache with 2 of each material in it, scaling to 15% on T11, 25% on T12, and 35% on T13.
Basically, find other reasons to get people into different game modes. These Rift Guardian cache drops should ONLY DROP the materials needed for the cube, no white mats, blue mats, yellow mats, or any legendary related items. Keep bounties for farming those related items!
I agree 100% with this recommendation. I normally end up playing at weird hours where there aren't that many people online within the clan and I don't like playing public games on bounties because some idiot normally turns in the act without checking if it's the bonus act. This would make my quality of life a better without taking away the benefits of group play.
This is a great idea actually.
I like bounties where they are at personally. I don't typically group with pubs but usually one act solo takes less than 15 minutes and usually around 10, as quick as 5 if I'm fortunate and flying. I would prefer more mats for TX1 to TXIII.
Really nice idea! Anything to make bounties more interactive and less cumbersome. In public games, there is almost no interaction. Everyone has to rush off and do their own bounties. We have no idea what anyone is doing, no idea how skilful they are, how well they play, whether they are watching netflix....
Playing a group game in a solo manner just feels very wrong to me.
Personally. I'd take it if they just removed the whole bonus act thing and let me do then however I want. I still need to do them all eventually, but after I do a bunch of act 1 bounties for a Rorg or sang bracers, I'd like to not have to do that one when I do bounties for a while because it's the second bonus act
There would be group focus if all party members would have to be at the very least in the same map when the bounty is completed for it to count towards obtaining the cache.
However not only they are not in the same map, they are not even in the same act for most of the run.
Is just an absurd proposition to have a mechanic that increases disproportionally the yield by having three or four people in the party yet these people behave as if they were playing on their own.
It is a useful exploit, but it makes no sense whatsoever.
Like I said, I am on the fence. I get your suggestion, and it is viable, but another posted pointed out the huge problem of people simply selling these individual runs for others.
In the end, I think the best solution is as I stated, allowing other avenues to still give the mats, but at a limited rate. With how often you run rifts, 200 rifts at T13 would still net you 140 of each bounty mat based on my 35% suggestion, and running T13 is something you do anyways for keys. So maybe my suggestion was simply too high, or maybe it could just be 1 of each mat, yielding 70 act mats for each act based on odds per 200 rifts.
this is a great idea for botters!! for sure, blizzard should go this way
I think the bounty's are fine atm , it just comes down to if your willing to do them for the grind & ur willing to put in the time to get them , if ur in a pub game just type up & tell them to hand it in correctly isnt hard , it just comes down to lazyness imo i admit ive been their but i can do all acts in about an 1hr & a half sometimes an 1hr flat just dont kill everything u see thats half the problem i see most of the the time anyway
One mind cannot contain all wisdom...
The problem with a dynamic bounty requirement system is how do you handle the scaling when players jump in and out of the game?
Say you start with a full group and then 3 players decide to bail when half the bounties are done per act. Does that mean the remaining player gets to cash in immediately? Or do they have to finish off 5 bounties per act alone then?
And then there's the opposite... if a player starts solo, completes 4 acts but doesn't hand them in, and then players keep joining, does the goal post keep moving and now the team needs to do a full 5 bounties per act (effectively punishing the first player)? Or does the team just need to do 2 bounties per act only? (extremely broken this would be)
As it is, I don't find the current bounty system a problem... it rewards you for gearing up a speed bounty farming build... and that's what end game Diablo is all about, creating builds to handle different situations.
The devs have said again and again that D3 is designed as a social game they will reward players more for playing in groups and I don't think they're gonna change this anytime soon.
I suppose the concept of 'mandatory' differs from player to player. It certainly isn't mandatory to group up and when you're undergeared, it just means one needs to lower the difficulty to finish them in a reasonable time.
I don't find doing the current 5 bounties per act solo tedious once I've gotten my speed build up and running. It's certainly faster than running with a bunch of noobies who don't get around as fast or know how to quickly finish each type of bounty and personally think there are more important things the devs need to focus their resources and time towards (would much prefer them ensuring all skills are catered for in the 6pc sets and not resort to LoN as the answer to everything that 6pc sets don't support).
In saying all that, I agree with the players above who said that they need to provide another means to get legendary mats other than bounties. I sure hope the cache rewards for challenge rifts give leg mats... maybe just 2 or 3 or each type max so that bounties is still the better way of getting leg mats but at least we can still get them via other means.
Make solo bounties viable again! - to that I agree.
Also: Make thread titles not in caps lock! - I've edited the thread title ;-)
Bounty bonus rotation follows a predictable pattern. Organising oneself a bit allows for more flexibility.
https://docs.google.com/spreadsheets/d/1DXyvtZIq6-mWtYGlsI53qmveqPAN5PIXVMwPLDmGKhw/edit?pref=2&pli=1#gid=0
Please note that I take no credit for that spreadsheet.
'Divide and conquer' - apologies, I fail to see how this concept applies in the context of split bounties. May need an ELI5 on this one.
I still see the concept of split bounties as an exploit, not a triumph of group synergy.
What is a huge problem however, that greatly depends on your perspective. The potential and theoretical exploit of a mechanic not yet implemented is to me a smaller concern than not doing anything about a real and present daily exploit of a mechanic that already exists.
We may fool ourselves into thinking that split bounties are yet another perfectly admissible perk that comes with the clear bias of the developers towards party play, but in fact is just an unintended consequence of a poorly implemented mechanic that has been allowed to run unchecked for far too long.