Alright I’ll go into more detail about why I think personal is a mistake in D2R.
[General Information]
When leveling in Diablo 2 you would generally want to start with a Sorceress, gives the most movement in the game. However regardless of character choice, once you hit Hell you will need to start finding gear, this involves solo MF runs.
Now why solo? because once you start adding others the game becomes more difficult, could you do it? Sure. However you now need to ensure all players can kill efficiently enough to make it worth it over solo runs. In the old system these people at best will run around trying to not get killed and maybe ninja a drop or two, but guess what just switch up the party and kill that guy, or make a new game. The new system you will never know what these guys are leeching off you, you know they are effecting the drop rates, unless you make a damage amount a requirement. You have decreased my drop rate on all kills by his amount if he is nearby. You will see more games just fragment, 8 man games where everyone goes somewhere separate so your not getting their kills.
When sorcs hit 90+ and really don’t need other players for anything besides drop rate boost, why would they keep any player not able to contribute? You are now not only taking XP but my drops as well. Could you ninja? sure but you gotta at least get up close and personal, to get it.
Your removing reasons for any rushing by stronger players, tons of games are set up where I’ll rush you for the drops on the way, now I have no way to know that’s in good faith. All these personal item requests would work on a game where I don’t run a fixed room where effort is bare minimum before for most but is now bare minimum with a drop chance taking away from useful players, again giving less reason to rush players for various reasons. This game has lots of rushing, and your removing incentives to do them.
Sure personal loot, but that now needs a Sherpa mode, or some way of balancing a persons drop rate against others due to level or effort applied. This is heavily incentivizing cutting off lower players and only rushing friends.
The drop rates would need to change, the boss areas change, the glitch areas fixed to decrease multiple accounts on follow getting increased chances against people with single accounts. This would be a dramatic change to how leveling, rushing, game creation, teammate choices, almost every facet of how we played the game before… could it be better? Sure but it would not be so simple.
[Let’s figure out a better way]
----------------------------------[SEMI FAIR WAY TO DO IT------------------------------------
----------[Personal tied to Act(Monster)Levels - Act 1 Hell Level 67]--------------
We go rushing/farm/looting. Me 62, and my buddies 71, 80, 57, 55.
If we all stay together somehow so we can see this math easier, and we find 500 items, the split would look like this.
80 - 100% of his personal drops
71 - 100% of his personal drops
62 - 90% of his personal drops
57 - 5% of his personal drops
55 - 0% of his personal drops
They still get whatever XP there is, which depending on their level is bad or decent, but now those decreased drops for leechers, and you in no way can say they are contributing in hell with that many people, are given to the more useful or worthy to even be in this act players.
80 gets 100 + (10/2) + (95/2) + (100/2) = 202.5 or 40% chance of the drops
71 gets 100 + (10/2) + (95/2) + (100/2) = 202.5 or 40% chance of the drops
62 gets 90 or 18% chance of the drops
57 gets 5 or 1% chance of the drops
55 gets ZERO or 0% chance of the drops
Those two clearly deserve more, at best 62 can do a little damage, so he has almost no penalty, but 57 and 55 are in no way helping, they are getting an XP boost and WP gain, they deserve no loot for their work, or lack thereof. If 62 gets to 63 then he hits 100% personal loot and will now split with the other two strong guys.
So it becomes:
80 gets 100 + (95/3) + (100/3) = 165 or 33% chance of the drops
71 gets 100 + (95/3) + (100/3) = 165 or 33% chance of the drops
63 gets 100 + (95/3) + (100/3) = 165 or 33% chance of the drops
57 gets 5 or 1% chance of the drops
55 gets ZERO or 0% chance of the drops
A quick thirdish example. Act 5 Hell Level 85
Players 92,88,87,85,80,77
600 items to keep math easier
92 gets 100 + (10/4) + (50/4) = 115 or 19% chance of drops
88 gets 100 + (10/4) + (50/4) = 115 or 19% chance of drops
87 gets 100 + (10/4) + (50/4) = 115 or 19% chance of drops
85 gets 100 + (10/4) + (50/4) = 115 or 19% chance of drops
80 gets 90 or 15% chance of the drops
77 gets 50 or 8% chance of the drops
Players 80+ doing Hell baal runs will be your precious 12.5% drop rate split with my model, so the vast majority of the endgame will be like you want it, but this hopefully keeps the useless leechers now wanting drops to a minimum.
---------------[If the act level is higher than all players]------------------------
The only trick would be situation like level 67 area with 63, 61, 59, 55.
There you can do variable % as you clearly are with friends.
Make 63 be the new 67 and work your way back
400 items found
63 gets 100 + (50/3) = 117 or 29% chance of drops
61 gets 100 + (50/3) = 117 or 29% chance of drops
59 gets 100 + (50/3) = 117 or 29% chance of drops
55 is now (63-55) 8 levels lower than highest. - gets 50 or 13% chance of drops
or since this is clearly a set of friends just FFA, or give items you find to eachother… still holds up the rules generally well but allows for varying levels. If a 67+ entered they are now considered the top for item distribution, you can invite him or not.
Make it you can choose FFA or this type of setup, splitting it evenly is madness compared to possible contribution. Also if your friends enough to be carrying someone throughout content doing all the work you clearly can trust them with FFA.
Alright last example:
Act 5 Level 85 area, full team, 97,92,91,88,87,85,83,81
97 gets 100 or 12.5% chance of the drops
92 gets 100 or 12.5% chance of the drops
91 gets 100 or 12.5% chance of the drops
88 gets 100 or 12.5% chance of the drops
87 gets 100 or 12.5% chance of the drops
85 gets 100 or 12.5% chance of the drops
83 gets 100 or 12.5% chance of the drops
81 gets 100 or 12.5% chance of the drops