Changes to bounties as a solo player

Can we get some changes to bounties to make them more bearable by a solo player?

Thank you

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The only thing that is making you do bounties solo is you. If you want the benefits of being in a group… then you actually have to be in a group.

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Solo players don’t want the benefits of a group play, they want equality. Why are groups rewarded more for doing less?

Why are group players always whining against equality?

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They could simply reduce the number of bounties needed in a solo game to earn a cache, effectively enabling “double bounties” permanently. For example, reduce the number of bounties from 5 to 3. Do not change what rewards are gained from the cache.

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A very old suggeston presented countless times:

Bounties required to complete per player for full bounty run:
Solo: 2 per act (10 total)
2 players: 3 per act (7.5 per player total)
3 players: 4 per act (6.7 per player total)
4 players: 5 per act (6.25 per player total)
That would bring effort per player closer to equal while still maintaining a small, reasonable edge for groups. Of course bounties themselves need some updating to prevent cherrypicking quick bounties.

No need to touch the caches.

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Agreed! Anything is better than joining a public game of bounties. I do most of mine solo rather than having to deal with Bots. People AFK. Players doing doing vaults and rifts instead of Bounties. And let’s not forget the ones that camp out in town.

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Because they HAVE equality. They have the exact same ability to party (or not) that everyone else has. That’s called Equality of opportunity… what they want is equality of outcome.

Teams will always get more done with less effort… that’s why you form and contribute to a team. If you want to lone wolf it, you can, but you don’t get the benefits and rewards from being part of a group.

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Then do the bounties as a team! Split bounties are not a team effort, it’s concentual leeching. If player A completes act X bounties alone, only he/she alone should get the bounty cache.

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Sure. But the team then have more people sharing in the reward.
So I can only agree that it would make sense that solo and groups get the same reward. 1 chest shared between 4 players. No sensible town/angel/whoever is paying the Bounty bills here, would pay 4 times as much for a job being done, just because more employees were involved in the process.
Same should happen in GRifts too. X/4 the loot and XP. Everyone would apparently be happy with that.

:man_shrugging:

Or alternatively what Kirottu said.

What you’re talking about is instanced loot. Everyone gets loot, regardless of how much/ little they contribute (just like real life). Bounties are instanced just like everything else.

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Eh, that is not how real life works.
Well, I guess communism is real life too, so in a sense maybe. Not how most of the world works then.

But clearly they shouldn’t be if you want to follow the logic of teams sharing a workload.

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It seems like you’ve never been part of a team project in real life. You get paid, your co-workers get paid, and so does everyone else on the team… including those people who everyone knows didn’t contribute jack. Yes… that’s EXACTLY how real life works.

Then what you want is FFA loot… and that’s terrible for multiple reasons. You have the option to group and get your bounties done faster with less effort… they’re not going to change it because you choose not to use the tools that are there.

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Or you could just play public bounty.

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Thinking we’re talking to a wall here. These people want the same outcome as 4 people get doing 1/4 the work, all while the option to do exactly the same is available to them, but they choose not to use it.

Like, you still have to be online to do bounties… and instead of doing all the acts, just do one and a bit, and you get all the caches… I don’t understand why people refuse to take what’s been freely given.

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Yes, you get paid, but you each get paid less than if 1 person had done it alone. Unless you have a very funny employer anyway.
Why would anyone want to pay 4X the value of the work being done.

If everyone know they didnt contribute, hopefully they get fired after a while. Unless they are the boss’ nephew I guess.

Anyway, you wanting free handouts in group bounties is not a good argument for having that.

Nah, loot should be in a shared pool like in FFA. But FFA is only a distribution method. Timed or permanent allocation can be used as well.

What part of work is it you dont understand :smiley: It literally is the 4 players who are doing 1/4 of the work. This is not exactly complicated.

Seems like you do understand it on some level after all.

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Um… no… we’re not punching widgets here… I don’t know about what you do, but if you’re on a project, you are probably getting a salary, and that isn’t dependent on how many people are on your team. Unless you’re self employed, or working on a per piece bases, all white collar work is team based, and everyone gets paid regardless of what they do (or don’t do).

They replaced it from D2 because it rewards group play. It discourages people from excluding others because they can’t kill as fast/ contribute as much.

Of course I understand it. I’m not complaining that I’m not getting the same rewards as 4 people for doing 1/4 of work. It seems that you don’t understand… that’s the whole reason they are doing split bounties. You do 1/4 of the work, and get all the bounties… but you want to be able to do it solo (for some unknown reason).

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In an equal bounty reward system 4 man groups would get 1/4 the reward per player as a solo player. I dont think people are are arguing that should be the case though. It is okay that groups get some handouts and a pat on the head. Like maybe give groups 10% more reward than solo.

How about;
1 player doing 5 bounties in 5 acts is rewarded 20 chests in total.
4 player doing 5 bounties in 5 acts is rewarded 22 chests in total (on average, with each act having a chance to give double chests)
That way groups can still feel like they get some handouts for their ability to click the group button.

In the short run, employers might be unaware, but in the long run, no. They might not always manage to fire the people who slack, but outside of incompetent management (which there of course is plenty of), there will be consequences for that.

So, a company that makes 1 billion a year, doing whatever, can pay its employees the exact same no matter if there are 1000 or 5000 employed to do the work? No.
The work being done has some value (hopefully).

Yes, it rewards group play. Why are you then trying to pretend it does not? Group players are getting handouts for work they dont do.

So you still dont understand. Each player in the group is doing 1/4 of the work of the solo player.

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Public bounties work fairly well in normal play but they’re a royal pain to find in HC. Starting up a public game in HC is a recipe for disaster so people rarely do it. Unless you’re in a mostly (or solely) HC clan where you know all the players will contribute bots and leaches make the experience miserable (and potentially fatal) so you’re stuck soling mats for hours on end only to watch them go down the drain as sacrifices to RNGeesus.

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Well, then, like everything else in the game, you are making the choice to not only play hard core… but to also play solo.

Did you expect their to be no downside to either?

Everyone has the same options. Play in a group for efficient Bounties, or don’t. It’s up to you how you want to play…

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You apparently expect there to be no downside to grouping.

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