An Update on Our Road to 1.0

This is a very good question, how should MP be balanced compared to SP (though it should probably be discussed in it’s own thread)?

Generally with 2 players it’s assumed that two players doubles the damage they can do as well as doubles the damage they can absorb. So the devs of many games balance this by increasing the hp and damage output of the mobs. And because they want to encourage/reward party play they buff the xp and drop rates.

My concern is that if the mobs gain too much damage per extra player you make it easier to one shot players, especially for bosses (and Soul Cages if you’re willing to wait long enough).

The next question is how you “reward” players in a party. If they aren’t given any bonuses, they’ll probably get shirty (even though they’re likely to be killing faster than in SP and getting more xp/drops per hour purely by being in a party). And if you do give them bonuses then the SP crowd will understandably feel penalised because they don’t party up for whatever reason.

Yet another question is how should death be handled in a party? Should the dead player just respawn in town like in SP? Should they respawn and get an automatic portal (hopefully not given their party is still alive, for now)? Should their be an xp penalty on death with a gravestone like is Grim Dawn? Should the fallen be able to be resurrected (like the Primalist’s companions and D3)? In boss fights should a player be able to portal back if the rest of the party is still alive? Should a player be able to use party members portals or just their own? If you do, how do you handle the player trying to use a party member’s portal to an area they’ve not got to in the storey yet (GD allowed this with some story-based limits, though GD was a lot more “open world” than LE)? Will Danger Mouse be able to free Penfold and defeat Baron Greenback? Tune in next week to find out!