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Roland

Roland

28 minutes ago, Numberz said:


I have to disagree.  What someone does in single player isn’t really of much concern.

 

The current meta in MP is for a crew to visit a trader, all grab a quest, all quests are shared and all quests are completed ASAP while double looting each POI.  In this way, it is easy for group to reach end game gear by the end of the first week.  I know quests and traders won’t be fixed this alpha but anything that can be done to curb the double loot is welcome.  Your scenario of the quest taker hanging back on the first loot cycle is correct which is why it has to be all players / allies.


Well technically what a collective team of players choose to do together in their own game is just the same as if it was one player. They are all choosing to play it a particular way that they all agree upon and it really has no bearing on what anyone else does or how you or I play the game. 

I just was going for simple. I guess if you really wanted to stop it in all cases just start the timer as soon as anyone in the party got close enough and the party would have to coordinate well to make sure everyone gets there together. 
 

I think starting and stopping and resetting the timer any time some player walks near and then leaves is more complicated—but maybe not. 

 

Roland

Roland

11 minutes ago, Numberz said:


I have to disagree.  What someone does in single player isn’t really of much concern.

 

The current meta in MP is for a crew to visit a trader, all grab a quest, all quests are shared and all quests are completed ASAP while double looting each POI.  In this way, it is easy for group to reach end game gear by the end of the first week.  I know quests and traders won’t be fixed this alpha but anything that can be done to curb the double loot is welcome.  Your scenario of the quest taker hanging back on the first loot cycle is correct which is why it has to be all players / allies.


Well technically what a collective team of players choose to do together in their own game is just the same as if it was one player. They are all choosing to play it a particular way that they all agree upon and it really has no bearing on what anyone else does or how they play the game. 

I just was going for simple. I guess if you really wanted to stop it in all cases  just start the timer as soon as anyone in the party got close enough and the party would have to coordinate well to make sure everyone gets there together. 
 

I think starting and stopping and resetting the timer any time some player walks near and then leaves is more complicated—but maybe not. 

 

 

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