Solo Players Get Crushed by Party Play Inflation
Party play is killing the economy way too fast.
Solo players make significantly less currency compared to party players, and since parties farm so much more, prices for everything skyrocket. This makes the overall economy really unhealthy, and solo players get crushed in this system. I honestly think there should be separate servers (or modes) for party play and normal/solo play. That way both groups could enjoy the game without completely destroying the balance for each other. And before someone says "just play SSF" — that’s not the point. I want to play solo and still interact with the trade economy. SSF is not the solution here, because it completely removes trading, and trading is a big part of the game. Last bumped on Sep 29, 2025, 11:44:29 AM
|
![]() |
Just get rid of rarity and quantity bonus for party, then make drops individual instead of the current system
It's not hard to solve it, idk why we inherited this horrible poe1 system |
![]() |
" It's actually from Diablo 1/2. The reason? friction tho D2 didn't have Rarity bonus for party play, only quantity bonus but people still had their MF character doing the killing blows. It's so flawed... Tech guy Last edited by Warrax#2850 on Sep 29, 2025, 7:47:22 AM
|
![]() |
I totally agree, when it comes to party play, I think the loot bonuses shouldn’t stack for every single player. Only the party leader (or one designated member) should have their rarity/quantity bonuses applied. Right now, parties scale their loot way too hard compared to solo players.
|
![]() |
" I totally agree, when it comes to party play, I think the loot bonuses shouldn’t stack for every single player. Only the party leader (or one designated member) should have their rarity/quantity bonuses applied. Right now, parties scale their loot way too hard compared to solo players. |
![]() |
It's not party play causing inflation.
While people in a party get a % quant and more currency, you neglect to acknowledge they then have to split those items. The extra party members are also individuals that require items in the game. It is RMT. There are too many players in less wealthy countries that can sell a few div instantly to established RMT sites for a meaningful amount of money. The price of currency is essentially set to what they will work for. Solving this problem is not easy, first off it is not easy to stop them, second it makes a large portion of the player count vanish, third you run into PR problems, and fourth the logistics of handling everything player related falls on customer support that already cannot handle the amount of requests they have, lastly players like these who grind for a living actually do keep the wheels spinning when no-one else is. The unfortunate truth is we just have to deal with inflation until reset. Deleting rarity, deleting quantity, nerfing party bonus, all of these things will just make the experience for average players worse and won't really fix the issue. Last edited by AverBeg7#1689 on Sep 29, 2025, 9:22:57 AM
|
![]() |
" even if they split those drops among them - they still ~4x above solo players. Just quantity*party_quantity*rarity(from raritybot with gloves)*party_rarity is so strong multipliers. |
![]() |
" You are talking about the gloves that count enemies in your presence as being killed by you. Presence radius scales from 2m. It is not big. Very few people that party up together have a rarity bot. Rarity bots are not fun to play. Let me guess, your frame of reference is a video you saw where they dropped a bunch of div in a row or something. The video is probably from 0.1. When rarity soul cores could push a rarity bot up to 800%. That no longer happens. Ingenuity is nerfed, and there are no rarity soul cores. People are not using much rarity this league on the player. The biggest effects come from atlas and maps. Quant/currency is better than rarity, but again, you are talking about less actual bonus multipliers than the actual amount of players are multiplying. You will find more, so it gives you more chance at finding rarer items, but then you will have to share the good stuff, so your average return per map is actually a bit higher solo. |
![]() |
roll a T15 map with rarity + desecrated prefix, essences of greed for a bit of rarity = sells for 1 annulement on the market.
running that same T15 map (50-80% IIR) ? ... way less that 1 annul per map. The inflation is also because selling your map instead of running it is more profitable ( on average) |
![]() |
" if you dont believe this things exist, then why you are againg removing it? (it didnt exist, yeah????). Or more likely you just terrified removing ez currency farm will affect your bot team? |
![]() |