Umm, idk why you broke up my first paragraph into two sections but you didnt break up my second one. I mean, the two lines of the first paragraph were clearly written together for a reason....
Sure, dice roll generation sounds fair, and sure it can encourage more people to play together,
now you just have to figure a way to rebalance, because
facelockmo wrote:There should be a rebalancing of difficulty adjustment for parties in this case.
has got to be super easy right. "just rebalance". k done. Also i have no clue how hard it is to add an auto dice generation event on item drop, when the item is unique/set/whatever so idk if further talk on dice rolls are even worth discussion. Which is why I suggested /roll in game which would be much easier to implement and if someone steals the drop, they'll ruin their reputation.
Anyways; my point was, the incentive to play together is already present because the difficulty doesnt scale as much as the boost you get with another player, or two, or etc.
Also tp aid and rejoining for corpses is huge help when doing charm runs or ubers too hard to solo alone efficiently. Imo, the amount of incentive for multiplayer games is huge, its just the repetitive farming (of mf or an easier charm) that tends to lack the need for multiple players; exception is when your char is [close to] maxed and overly op