Controlledanger wrote:I have thought about this for many patches and figured it's worth verbalizing it rather than just thinking about it if it's possibly a healthy change.
Drop rates (no drop %) being effected by player count indirectly causes most builds to feel far less efficient when there is a few (the less of them the worst it feels since it limits build diversity for this case) builds that can do p7/p8 nearly as fast as the fastest p1 builds. This causes a lot of builds to just feel bad in comparison (not even to just the best p8 builds, but even ones that do p5 comfortably) to feel so much less rewarding. P1 farming has so much build diversity and feels fine, even playable on some meme builds. The proposition i'll state below, I think, would be healthy for the state of the game.
Possibly make drops static to a specific player count. I actually feel p1 drop rate is fine and would work as a static global drop rate for any games player count. Others might disagree with this and maybe the majority would want it to be slightly higher but either way the point stands that it's not the drop rate specifically, it's the difference in efficiency from p1 to p8 farming. In my eyes the easier balancing option to mitigate this would be making drop rates static regardless of player count. Some builds would still need nerfs because of the nature of pushing lab but I think this would be a healthy change.
I know there is a community of people who would hate me for posting something like this, but I feel it needs to be addressed and I put the future development of the mod at the top of my list.
Farming efficiency has more to do with killspeed rather than drop rate/MF. As essentially every single person ever answers questions regarding how much MF they need with: "Enough MF to not negatively impact your killspeed", this seems to be very true at least in the perception of the playerbase. So that means balance is the more striking factor in this regard rather than drop rates.
And if you think about it, a static drop rate across all player counts would make people question why they should even farm with somebody else to begin with, if all that means is fighting harder enemies (and thus more time needed to kill) with less drops (since same drop rates x more time = less drops). In the current state people already don't like to play together, and this suggestion would only add fuel to the fire.
It would be a different matter if you also had static monster HP across all player counts (take /players 4 for example, which should probably be totally fine), which would result in people playing together since they struggle too much by themselves. And killing enemies twice as fast thanks to some random dude joining your game would be seen as something positive. Additionally, it's more efficient to farm that way with other people in the same area, whereas you have exactly 0 negative results from playing solo in a game with other people. But you also wouldn't have any benefits doing so.
The only thing that would be detrimental to that is what your suggestion aims to solve: the balance issue between classes would be a lot more obvious, since monsters are now always /players 4 instead of players/1 which most builds are not necessarily as well balanced for as they are for /players 1. And builds that are currently performing great on /players 8 would far outperform any of those builds that are balanced towards /players 1. And that change would probably kill the single player base.
So to sum it up, the balance is more of an issue than the drop rates. Your suggestion tries to fix the symptoms, not the core issue.
But that's just my train of thought. I might as well be wrong.