The fact that can be fixed with just XML files is kind of sad in my opinionfamily
My point wasn't that you would do the same number of quests per day. I replied to the statement that showing the max number of quests per day was min/max, so I showed an example that stuck to their statement that people might not want to quest more than 1 or 2 per day. In the end, you still have a limited time for questing. There's no way to complete 80 quests in 2 days if everyone is questing together. But you can complete 10 quests in 2 days with single player. Again, as I said before, this is the extreme side of things - one player versus 8 players. If the number of players is between these, the impact is less. But there shouldn't be any impact. It isn't difficult to make it so you can't get more than a certain number of tier points per day, regardless of the number of players. That lets you all get points at the same rate, regardless of the number of players. If people quest less than that number of points, they'll still advance more slowly, but that's something they can choose to do. The limit just sets a cap without preventing shared quests from not sharing tier points and so causing you to need to quest far more in a group than individually. Such a cap would keep progression even no matter how many players you have and I think would be far less frustrating for groups. Yes, it means you wouldn't be able to "cheat" the system and reload the game to get more quests in order to go up in tiers faster than the intended cap and people doing that would probably not be happy about it, but that's a loophole and I don't see a problem with cutting that off. It's certainly better than doing 80 quests per tier for 8 players questing together, regardless how fast you feel they can complete those quests.While I agree that MP groups very probably will advance slower on the tier progression now, your example is simply broken because you don't take into account that MP players can do quests much faster than a single player. Because they are faster at going through a POI and because they can minimize travel time between quests, and they can share in the rest of the work load they have more time to quest as well.
So, the athletic set says it's a light armor. There aren't any light armor perks/skills anymore, though? Seems a bit off to me that its the only armor category without any perks.
10 quests per player per tier is a lot, but if you have a team size of 8, do you really all go to the same quests? I've never ran with a group larger than 3 and even that was mowing through PoIs Perhaps questing as 2 groups of 4 would be more reasonable?... It's certainly better than doing 80 quests per tier for 8 players questing together. ...
Yes, you can split into smaller groups and have fewer to do. I've commented on that a few times. My examples are the extreme cases (some people do play larger parties and quest together). Tier progression should be balanced, regardless how many players are in a party or group. Before, multiplayer progressed way too quickly. Now, they progress too slowly. A cap for points earned per day based on tier would balance it. Your suggestion also helps but doesn't entirely balance it. It is certainly better than no points for a shared quest, though.10 quests per player per tier is a lot, but if you have a team size of 8, do you really all go to the same quests? I've never ran with a group larger than 3 and even that was mowing through PoIs Perhaps questing as 2 groups of 4 would be more reasonable?
That said, perhaps a daily diminishing returns system would work better- First 2 turn-ins of the day you get full credit towards progression, The next 3 turn ins are worth half, and every turn in thereafter is worth quarter credit. So you would get something like.
2 quests in a day- 2 points towards tier completion,
4 quests in a day- 3 points towards tier completion
7 quests in a day- 4 points towards tier completion.
-- This needs more tuning and favors large teams too heavily .. I don't think it's good for balance if large teams can rush their way to the upper tiers within the first week. I don't think the current answer is the best solution.. I don't think the best solution has been figured, yet.
There's no way to complete 80 quests in 2 days if everyone is questing together. But you can complete 10 quests in 2 days with single player.
And as I explained in the other post, the comparison works even with fewer quests. If you average 2 per day, you complete tier 1 in about 5 days in single player. Let's say that at 8 players, you can complete 8 per day. That is still 10 days (twice as long) to finish tier 1 for everyone if all are questing together. And I'm not sure how many groups can complete 8 per day on 60 minute days if they quest together. Not to mention, as you said, there are other things you need to do besides quest.There is no way **I** can do 10 quests in the first two days in single player at an appropriate difficulty setting (which is 3 for me). I don't know how others can do it unless they set difficulty too low.
I started 1.0 on monday. First day I got 1 quest done, second day I got 2 quests done or would have if I didn't got killed by a dog. No way is 5 quests per day in the first few days the norm for single player. And I am sure TFP as well isn't interested in some hypothetical numbers what could be done, but actual experiences of normal players.
Now show me most players do 5 quests on the first day and I concede the point.
@ смертельный @ Лаз Ман @ меганот @ СайленГром @Роланд Hi! A pre-order of the game has already appeared on Playstation. When should I expect to be released on Xbox? And what decision did the developers come to in the end? Will there be keyboard and mouse support in the console version or not?
I wish family could be changed with xml edits. Thanksgiving qol alone would be amazing….The fact that can be fixed with just XML files is kind of sad in my opinion
And as I explained in the other post, the comparison works even with fewer quests. If you average 2 per day, you complete tier 1 in about 5 days in single player. Let's say that at 8 players, you can complete 8 per day. That is still 10 days (twice as long) to finish tier 1 for everyone if all are questing together. And I'm not sure how many groups can complete 8 per day on 60 minute days if they quest together. Not to mention, as you said, there are other things you need to do besides quest.
I admit that I am speculating on how it works for larger groups, as I mentioned on another post. I play mostly 2 player with some solo. Only occasionally do I play with a larger group. From my experience so far, and this is still early game, two player questing together is feeling like a slog compared to my solo game. We will see how things progress in both games by late game. And like I said somewhere else, I like questing. I never had a problem with starting quest tiers over for each trader. So with my like of questing in mind, me saying that this is too much should show how much I don't appreciate the change. The changes to quest rewards don't bother me at all, even if they do seem low sometimes (1 food item doesn't feel right, but I'm still okay with that). Combining trader tier progression doesn't bother me. And changing tier progression from 7 to 10 doesn't bother me. But this does. I'm trying to ignore it by not paying attention to tier progression while questing, but even if I can ignore it, that doesn't mean it is a good design decision.And that is why I said I agree with you generally, just that your comparison is wrong. Even though the maximum level is 300 I don't assume TFP to think the normal player will reach that level. And similarily I don't expect the quest number of 5 to have any special meaning besides that it was always 5 when they started using that quest UI and it looked like a good high number to put an upper limit at.
The interesting question is how players will react to this rule and whether it destroys co-op, is too harsh a drawback for a group or whether disadvantages and advantages of group play somehow level out in many games. I don't know yet. That is why I am playing it now without a preconceived opinion and see what happens. One interesting value will simply be: How far will I be in single player on day 20, and how far will our group be. NOT with trader rep, but generally with quality of guns and equipment, money and level.
I noticed that and was playing around with it yesterday. From my observations, you are not actually moving towards something faster than just walking forward but it certainly looks like you are.Ok, I was hesitating to bring this up because I like it.
But is the speed increase when strafe-walking (holding forward (or backwards) + left or right at the same time) a bug or a feature?