[Suggestion] Scaling per player
1 person in prospect: Current rates
2 people in prospect: Mob health x2 Damage same as current rates. Ore output increased by .5% Plant output increased by .5% so herbalists can make pastes for everyone.
3 people in prospect: Mob health x2.5. Damage increased by 1% ore output increased by 1%. Plant output increased by 1%
4 people in prospect: Mob health x3 Damage increased by 1.5% ore output increased by 1.5% Plant output increased by 1.5%
5 people in prospect: Mob Health x4 ore output increased by 2% Plant output increased by 1.5%
6 people in prospect: Mob Health x5 ore output increased by 3% Plant output increased by 2%
7 people in prospect Mob Health x5 ore output increased by 4% Plant output increased by 3%
Full Group: Mob Health x8 ore output increased by 6% Plant output increased by 5%
Ore Output increased for weaponry provision reasons for the entire group including things like T3/T4 arrows etc.
Plant Life increase for cooks/herbalists. Health Pastes/Resto paste/food etc.
Comments: 3
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13 Dec, '21
NinwahThoughts: This will encourage group activity. if you are caving, the cave worms will have increased health and require coordination to take out. same with all wild life really. will encourage coordination and group activity. instead of everyone running off to do their own thing and then meeting up to 1 tap a boss.
Boss fights: Will require prep and ammo with more health.
Ore will become more plentiful to assist with ammo costs/weaponry.
Plant life increased for health pastes/food etc for 2-8 people etc.
Reason for suggestion: We went in with 7 people, shotguns. we each fired 1 time and killed the worm boss on hardcore. boss didnt even move. came out of the ground and dead. this was not fun lol. -
13 Dec, '21
NinwahCorrection: Scaling would apply to bosses. Lighter scaling could be done to normal wildlife.
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19 Dec, '21
SkwiggilyYea I agree, some scaling would be nice but it should be reduced/increased depending on the dangerousness of the enemy or something.