How could we bring co-op back to POE?

I love coop. Interestingly enough I still prefer ARPGs over MMOs due to being able to play minion builds, but I can't help but notice POE is geared more towards solo play. I heard Diablo 4 is going to have some sort of limited MMO aspect to it that they are working on. Diablo 2 had up to 8 player coop which was really fun, and I was a little dismayed when I initially found out POE was only 6 player coop back in the launch days, although considering screen clutter of skill effects, 8 might be a bit over the top.

Anyhow, what are some ideas that we could bring back co-op play to POE? It is a multiplayer game after all... I super dig the gameplay aspect of being sharing a challenge with other players together and simultaneously. One thing I personally enjoy is bringing my whole minion army to the fight in addition to the other players because that also somehow feels more co-op like.

How can we bring back coop play to POE? Or at least make it an option for players who prefer coop play compared to solo play.
Last bumped on Aug 15, 2020, 4:25:16 AM
I'd expect it would take about $8-12 per hour for many of us.
coop will never work in poe as long as the meta is '1 shot or be 1 shot'.

even with the increased monster hp from groups, builds still 1 shot screen clear. and with all the visual clutter, if YOU get 1shot, by the time you revive the map is clear.


monster damage down, monster hp WAY UP.
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How can we bring back coop play to POE? Or at least make it an option for players who prefer coop play compared to solo play.


Tons of people are mapping together as we speak. Party play is a very delicate matter. Make it too 'encouraged', and you'll lose half the player base. Make it too little encouraged, and you lose an important social aspect, which will also result in less players. GGG will shoot themselves in the foot if they introduce content/achievements/rewards locked behind party play. They know that, and it will probably never happen, hopefully.

That said, they can greatly improve their league mechanics towards the idea of party play. League specific content is, in most cases, too bound to the party leader, with little to no progression for his party members. That can - and should - change.

When it comes to screen clutter, we have to remember that skill effects are their livelihood. They thrive on the fact that people see skill effects and MTX's while playing. Giving players the ability to hide said effects, is removing possible buyers.

I would first focus on the guild system. With better secondary social aspects, party play would become indirectly more encouraged. Hell, make a partnership with Discord, you are owned by the same company after all, aren't you? Expand the guild system, build in some API-links with Discord and reap the rewards.
Phrazz has changed his ways. Forget his past, embrace the present.
Tone down the visual spam so it's more reasonable for multiple players to see what they're doing.

Fix the loot distribution so individual players don't get less or more loot while in a party.
Not sure what you mean by your last sentence. It is already an option.
Good or bad option really depends on your preferences.

I have been into solo selffound several leagues now and I don't want to see any special treatment anywhere, not in ssf neither in co-op.
Forced group play (e.g. challenges which require dedicated carries, or core content with absolute roadblocks for some builds such as CI bosses or hard counters to minion skills such as the dude in Acid Caverns) makes players mad and shouldn't be part of the game.

It's already profoundly more lucrative and rewarding to belong to a large active guild and always share and pool content such as map quant, syndicate crafts, garden seeds/crafts, and sulphite. Making it even more rewarding would not help the people we want to help. It would only serve to warp the economy even more than is already possible.

Fixing multiplayer will necessarily entail some optimization, long overdue for years now, and revisiting the way teams (or even loosely organized pubby groups) approach boss encounters.

Currently, the party difficulty slider punishes 2-man groups the worst, and 6-man groups the least; bloated HP is not only a deterrent to speed farming, but also disproportionately hinders smaller groups. If you're gonna party, party big. That said, large parties are where potato computers and spotty connections go to die. Whatever you may think of rotas, getting dc'd after submitting your map because there's too much VD or icestorms flying around is not acceptable game performance.
"How do you lure the Elder to the centre of the Atlas?"
"A box trap with some candy should do the trick"
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Thror2k5 wrote:
coop will never work in poe as long as the meta is '1 shot or be 1 shot'.

even with the increased monster hp from groups, builds still 1 shot screen clear. and with all the visual clutter, if YOU get 1shot, by the time you revive the map is clear.


monster damage down, monster hp WAY UP.
And you can't spread out to efficiently 1-shot monsters in a zone to 100% clear a zone... since group bonuses only apply if you're very close to each other.
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While everything is run server side, true multiplayer will be impossible for poe.
I too miss the coop playing... what's the point of aura builds otherwise? Minions... I guess.

I think 3 things would be allowing it :

1) Ditch the spamming graphics... they are already annoying solo playing.

2) Balance the run speed... Nothing says less multiplayer than running after an OP build killing everything before you see mobs.

3) Along with monsters HP... reduce players overall damage by a % when partying. I.E. 2 players would do 150% more damage than a solo player; 3 players 175%... 4 players 200%... along with the increased HP, will make the game fun.

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