Currently, Magic Find, Gold Find, and +XP bonuses are averaged across the entire group.
Did they change how MF works in D3?
an old blue post
Official Blizzard Quote:
It's a recognized issue, just not one that has been attacked and a final design solution proposed/implemented.
We have short list of primary design values for Diablo III, and one of them is 'Do no harm to co-op.'
Whatever solution we end up at it cannot compromise the desire to play with others, either through literal disadvantages, to social situations that cause frustrations through griefing, mistrust, people 'pulling their own weight', etc.
Some of that we simply cannot control. It's an online game. You're going to end up in some undesirable situations no matter how hard we try, but we can at least try to minimize them to being inconsequential by ensuring the game mechanics do not allow inherent misuse at a detriment to the co-op experience.
You'd think there'd be some formal announcement of this or something because it's a huge deal. Maybe it will be listed in upcoming patch notes. In any event, this is a change that should be made. It simply makes party play more fair and balanced with no real negative repercussions.
if you don't speak Polish then yeah it is averaged
Official Blizzard Quote:
Our developers have decided that bonuses + Magic Find, Gold Find + and + XP but will work differently for groups of players.
These bonuses will be equal for each character in the group and subsidiaries sum bonuses for all players.
The group consists of four players.
In total, their stats are 50% MF, +20% GF and 10% XP, each of these players will have a 12.5% MF, 5% and 2.5% GF XP being in such a group.
Playing with a companion, available for rent, as at present receive 20% bonus to the statistics of type 'adventure' with a bonus companion visible on the panel.
Actually I like this better. This means in a Pug of 4, someone can't roll in with all MF just to leech and be incredibly successful, since it's averaged. It takes them down to half of their MF and they can't kill near as fast. It also forces the entire group to try and balance killing power / MF for the best results.
if you don't speak Polish then yeah it is averaged
Official Blizzard Quote:
Our developers have decided that bonuses + Magic Find, Gold Find + and + XP but will work differently for groups of players.
These bonuses will be equal for each character in the group and subsidiaries sum bonuses for all players.
The group consists of four players.
In total, their stats are 50% MF, +20% GF and 10% XP, each of these players will have a 12.5% MF, 5% and 2.5% GF XP being in such a group.
Playing with a companion, available for rent, as at present receive 20% bonus to the statistics of type 'adventure' with a bonus companion visible on the panel.
RE: Companions (followers) I did notice the fractional increases in MF and I thought it was bugged at the time. i.e I give him a 12% mf ammy and my MF increases by 2-3.
I was actually the one who asked him, and I'm really glad to have gotten a response. This does mean MF leechers are discouraged which is great; but it also means unless your group has all 100's of MF, you're better off solo.
It's definitely true... my GF got split in public games; people noticed more gold for themselves...
unless your group has all 100's of MF, you're better off solo.
Discounting the fact that there is no emergent benefit to playing in a group, which there certainly can be if arranged properly. By virtue of having more players your killing speed should scale faster than monster hp assuming you have a coordinated group.
Ok, maybe this will lead to specialization. Maybe it will be optimal to play in 3s with each player whore their respective adventure stat (mf, gf, xp).
unless your group has all 100's of MF, you're better off solo.
Discounting the fact that there is no emergent benefit to playing in a group, which there certainly can be if arranged properly. By virtue of having more players your killing speed should scale faster than monster hp assuming you have a coordinated group.
You're referring to players using builds that "synergize" with eachother and that makes sense. However, do we have a concrete answer on monster stat scaling. Does a 4 player game have monsters with 4x hp, 4x dmg etc. I would imagine not which leads to benefits in group player no matter what (unless obviously someone is a complete noob or sitting in town etc.).
Ok, maybe this will lead to specialization. Maybe it will be optimal to play in 3s with each player whore their respective adventure stat (mf, gf, xp).
How does that help? Its an sum and an average, it doesnt matter who has what. There would certainly be no hidden benefit of having 3 people stack only one stat.
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Ok, maybe this will lead to specialization. Maybe it will be optimal to play in 3s with each player whore their respective adventure stat (mf, gf, xp).
How does that help? Its an sum and an average, it doesnt matter who has what. There would certainly be no hidden benefit of having 3 people stack only one stat.
I think it would be just easier to coordinate that way. It also depends on the goals of the run, i.e powerleveling (xp) vs farming loot (mf)
unless your group has all 100's of MF, you're better off solo.
Discounting the fact that there is no emergent benefit to playing in a group, which there certainly can be if arranged properly. By virtue of having more players your killing speed should scale faster than monster hp assuming you have a coordinated group.
You're referring to players using builds that "synergize" with eachother and that makes sense. However, do we have a concrete answer on monster stat scaling. Does a 4 player game have monsters with 4x hp, 4x dmg etc. I would imagine not which leads to benefits in group player no matter what (unless obviously someone is a complete noob or sitting in town etc.).
NO.. That was hard right? Obviously mobs cant suddenly hit 4x harder. because it makes no sense. They could potentially one show someone, which sort of makes melee play impossible.
The dmg and health will scale, but it wont/cant be anywhere near 4x.
Ok, maybe this will lead to specialization. Maybe it will be optimal to play in 3s with each player whore their respective adventure stat (mf, gf, xp).
How does that help? Its an sum and an average, it doesnt matter who has what. There would certainly be no hidden benefit of having 3 people stack only one stat.
I think it would be just easier to coordinate that way. It also depends on the goals of the run, i.e powerleveling (xp) vs farming loot (mf)
How would you even pull it off, especially while leveling? Its not like you get to decide on what stats your gear has.
And again, whats the point? There is no advantage to having all 3 stats about even.
Rollback Post to RevisionRollBack
One is never hurt by being given additional choices, only by taking them away. A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
You're referring to players using builds that "synergize" with eachother and that makes sense. However, do we have a concrete answer on monster stat scaling. Does a 4 player game have monsters with 4x hp, 4x dmg etc. I would imagine not which leads to benefits in group player no matter what (unless obviously someone is a complete noob or sitting in town etc.).
I don't think we do (just based on my play observations so far), but if it's anything like D2 post-1.08 then it will certainly scale at less than 100% per player.
with these changes i guess public games will have few ppl cause everybody will farm solo or with realid friends and they will know how much +mf +gf etc everybody has to divide.
This may be a risk indeed, though everyone with MF solo'd for the most part in D2. Maybe Inferno will be too hard to effectively solo though?
I think this is, like Blizzard has become expert at, just them taking the easy way out.
Frankly, this is annoying. There is already NO point in team games besides killing things faster, but now in a 4 player game you're actually going to get a lot less magical items with a lot of magic find.
I wouldn't dare talk numbers, but still. This sounds to me like its encouraging solo play even more and frankly, this makes playing with strangers an even more bothersome experience. You just gave me one more reason to stick to myself.
I think this is, like Blizzard has become expert at, just them taking the easy way out.
Frankly, this is annoying. There is already NO point in team games besides killing things faster, but now in a 4 player game you're actually going to get a lot less magical items with a lot of magic find.
I wouldn't dare talk numbers, but still. This sounds to me like its encouraging solo play even more and frankly, this makes playing with strangers an even more bothersome experience. You just gave me one more reason to stick to myself.
What do you guys think about if the 'highest' person's MF/GF was given to the group?
Official Blizzard Quote:
Currently, Magic Find, Gold Find, and +XP bonuses are averaged across the entire group.
Did they change how MF works in D3?
an old blue post
Official Blizzard Quote:
It's a recognized issue, just not one that has been attacked and a final design solution proposed/implemented.
We have short list of primary design values for Diablo III, and one of them is 'Do no harm to co-op.'
Whatever solution we end up at it cannot compromise the desire to play with others, either through literal disadvantages, to social situations that cause frustrations through griefing, mistrust, people 'pulling their own weight', etc.
Some of that we simply cannot control. It's an online game. You're going to end up in some undesirable situations no matter how hard we try, but we can at least try to minimize them to being inconsequential by ensuring the game mechanics do not allow inherent misuse at a detriment to the co-op experience.
it looks like they found their solution?
compare to
http://www.diablofan.../189758-unfair/
Official Blizzard Quote:
And my Gold Find and/or Magic Find gear has NO EFFECT on anyone else in a party?
Correct. Each person affects their own drops.
You'd think there'd be some formal announcement of this or something because it's a huge deal. Maybe it will be listed in upcoming patch notes. In any event, this is a change that should be made. It simply makes party play more fair and balanced with no real negative repercussions.
http://huntersc.tv
Official Blizzard Quote:
http://huntersc.tv
RE: Companions (followers) I did notice the fractional increases in MF and I thought it was bugged at the time. i.e I give him a 12% mf ammy and my MF increases by 2-3.
http://huntersc.tv
Not entirely. If you're in a group, your friends will have to have about the same ratio of killing power / MF to make it equal.
It's definitely true... my GF got split in public games; people noticed more gold for themselves...
D3 Channel: OnetwoD3
NO LEECHING IN D3!!!
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
Discounting the fact that there is no emergent benefit to playing in a group, which there certainly can be if arranged properly. By virtue of having more players your killing speed should scale faster than monster hp assuming you have a coordinated group.
http://huntersc.tv
You're referring to players using builds that "synergize" with eachother and that makes sense. However, do we have a concrete answer on monster stat scaling. Does a 4 player game have monsters with 4x hp, 4x dmg etc. I would imagine not which leads to benefits in group player no matter what (unless obviously someone is a complete noob or sitting in town etc.).
http://huntersc.tv
How does that help? Its an sum and an average, it doesnt matter who has what. There would certainly be no hidden benefit of having 3 people stack only one stat.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I think it would be just easier to coordinate that way. It also depends on the goals of the run, i.e powerleveling (xp) vs farming loot (mf)
http://huntersc.tv
NO.. That was hard right? Obviously mobs cant suddenly hit 4x harder. because it makes no sense. They could potentially one show someone, which sort of makes melee play impossible.
The dmg and health will scale, but it wont/cant be anywhere near 4x.
How would you even pull it off, especially while leveling? Its not like you get to decide on what stats your gear has.
And again, whats the point? There is no advantage to having all 3 stats about even.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
I don't think we do (just based on my play observations so far), but if it's anything like D2 post-1.08 then it will certainly scale at less than 100% per player.
The game is probably going to be easier in groups, so even if it will be slightly harder to get high average MF in a group, it seems fair enough.
This may be a risk indeed, though everyone with MF solo'd for the most part in D2. Maybe Inferno will be too hard to effectively solo though?
D3 Channel: OnetwoD3
Frankly, this is annoying. There is already NO point in team games besides killing things faster, but now in a 4 player game you're actually going to get a lot less magical items with a lot of magic find.
I wouldn't dare talk numbers, but still. This sounds to me like its encouraging solo play even more and frankly, this makes playing with strangers an even more bothersome experience. You just gave me one more reason to stick to myself.
What do you guys think about if the 'highest' person's MF/GF was given to the group?
D3 Channel: OnetwoD3