Progress isnt shared in co-op endgame? What are we supposed to do?
Progress in maps isnt shared between everyone in the party. Only the party leader gets quest progression and atlas tree points. So, we've been doing a tier1 nexus on player 1, switch player 2 to party leader and do a tier 1 nexus on his map, switch to player 3 and do a tier 1 nexus on his map, switch to player 4 and do a tier 1 next on his map. Yay, now we all have 2 points and we're on to tier 2!
This sucks. Its slow as hell and just doesnt make much sense. How are you guys handling the co-op endgame situation? I know most people play solo...but, we don't...and its current a pain in the ass.
Comments
Agreed I wish they’d rethink how single player they’ve made this multiplayer game
Compare this to Diablo 2, where most games were with others
I really hoped they learnt from how multiplayer hostile POE1 was (usually grouping in endgame is tedious if you’re not at the same power level to a degree that one of the players is always punished for playing co-op).
But with all the restrictions on even simple things like resurrecting your character (who needs toilet breaks anyway), the pretty small presence radius, the “invisible” cutscenes in multiplayer (for example the graveyard boss fight when one has the quest finished already) they really seem to want to punish you for partying up.
Lots of games solved this decades ago, I particularly like how casually Borderlands handles level differences but it seems GGG doesn’t even want to.
Yeah multiplayer is terrible in this game, they actively put barriers in the way so that people can’t team farm more currency, but honestly I don’t think most people care about what people do at the top end of the economy, because no matter what the average person does, they’re still never going to be able to compete with the top end economy players of this game. So it’s just barriers that makes the game worse for the average players who just want to play with their friends, but it doesn’t stop the top end players from still being the top end players and still manipulating the economy to their will.
It’s truly absurd how games get balanced around top end players.
This is the only ARPG where I have less fun with my friends than I do playing solo.
We all do our basic maps separate.
So unless there is something someone needs like delirium or bosses or whatever, we just blow through the ez and empty maps as fast as possible solo, coop the valuable stuff and help at any nexus or towers to guarantee that they get the 3 tablet slots.
It should share nexus progress. Kinda bs it doesnt
You guys play in groups?
Yeah it’s so bad. I play T12 with my friend and T1 solo.
It seems like they were pushing party play for campaign and we were able to progress at same time for quests etc. I haven't mapped in party, so don't know about map progression, but seems like that is kind of broken.
Its a shame as campaign has been super fun. Co-op
You only play on the party leaders side and if people want to play solo or in a smaller group afterwards they can speedrun progression to catch up since they already have some ressources ready.
I had the exact same issue last night with my group of pals. We are 30-40somethings who are fairly hard core gamers and it was a tough sell that we’d need to swap to everyone’s atlas map and traverse to each nexus. So sort of forced us all to play alone- maybe that’s the games intent- but I’m in a group that feels that is silly? So have to add my -1 cent
the atlas points arent all that important, you are already progressing map tiers, xp, and loot/currency far faster in a party.
It always felt like there is zero benefit in teaming up with friends to a point that it feels like being punished for playing in a group. In particular when your friends have a much lower power level.
They clearly haven't played this multiplayer much. Even the map design is awful when trying to play coop. Too narrow, body blocking. Just awful.
Guess you decide that you play only on one atlas? Sounds like you are kind of organized. Would make sense to progress one atlas and just share no? The rest can fill it out in there solo play time. That is how we, friend and me do it. You just need to share the stuff only leader gets, like ritual rewards.
I think thats an oversight with how the progression system has been changed. It did count for both players before.
In 0.1 everything except pinnacle was shared. In 0.2, nothing is shared. This is a big regression.
It sucks so much, that we basically didn't group in end game.
Oh good im happy more people are bringing this up. Its my biggest issue with 0.2 right now.
Nope, progress is not shared and what else is annoying is that my buddy found the perfect aura beast for my build.... It would not allow me to capture it because I was not there when it spawned.
In some respects it makes sense, though. If you take 6 people and each, on their own, playing the game in a normal fashion, take let's say 2 hours to find and complete a corrupted nexus, then after 2 hours each person has 2 points. If the credit was shared, then after those same 2 hours, each person would now have 12.
Similar results with pinnacle bossing. Each of 4 people buy a breachstone, complete it, and now they have 2 breach points. But by grouping up they should have 8?
The advantage to grouping is the improved quant/qual modifiers that come with it. You shouldn't also be getting faster progression.
Nothing to say but +1.
Really hope they change this in a future update, then. I only play these games, co-op.
I agree. Forgot about this major issue bc of the loot
They didn't get to testing co-op in endgame yet.
wait so me and a friend been playing together, we both bought the game sunday, I always invite him to the party, you guys are telling me he isn't progressing in the campaing? wtf.
They don't want "progression parties" like in Poe 1 where one person can carry everyone in the group's atlas. This way you have to do it on ur own map and can't go to "trade 820" or TFT and buy into a progression party.
Coop sucks so much after campaign
Bro its awful. The matchmaking system is atrocious at finding the right party. And with friends its not much better.
Wait to yall get all amped up for an actual pinnacle boss and realize the bosses loot table only drops for the person who opened it. Your friends are gonna love finally killing one to get no loot at all except maybe a terrible rare....lol
Why would you care about the endgame progression of 2 people if you play together? Only the person launching the maps triggers their atlas.
You don't get 2x effect of the atlas by progressing 2 people.
Funnily enough it worked perfectly fine in 0.1. I progressed my quests without putting in almost any maps of my own.
Every league I get together with my friends to play the campaign, and upon hitting maps there's always a bunch of pressure to just start soloing, because not enough work has been done to get endgame progression to be shared. They've defended this aspect in the past with the argument that "forcing leagues to function in multiplayer limits design space" but I doubt most players agree with that sentiment, and it kind of ignores the fact that forcing everything to function in solo play is just as limiting in a multiplayer game.
There's so many leagues in both PoE1 and PoE2 that have reward structures that are limited to the "map maker", that really don't make sense in the long run: if players are participating in content, and spending their time, they should have appropriate rewards.
From map drops to atlas progress, through to ritual rewards, through to temple construction, azurite being bafflingly FFA, heist objectives and so on - in the vast majority of cases these reward structures could readily be made to work more comfortably in multiplayer, they just inexplicably haven't done the work to make it happen.
Yes, grouping-exploits are a factor to consider, but too often when it comes to multiplayer it feels like they just opt into not bothering to make things work, as opposed to genuinely trying and then accepting that something can't work.
>Its slow as hell and just doesnt make much sense
It actually makes perfect sense. PoE is a multiplayer game but it has always intended to balance itself in a way that doesn't force group play.
If you had it your way, the inevitable reaction from people would be "why do I feel punished for not grouping up to get my boss completions done". If you share the progression, you split the costs. So basically now everyone has to go to TFT or whatever to find groups that are doing boss fights or you pay 5x more for your own invitations etc.
Wait until one of you dies in a high tier map. It's either back to hide out our look at phone for the next 20 minutes
I play literally every game with my partner and always have, however this game is an exception. We’ve tried making it work, but between the dozens of deaths from being body blocked by each other’s models, the solo progression of atlas trees and the fact that some builds can actively grief other builds (I was stunning the mob by accident instead of him, preventing his hammer of the gods proc meaning his damage drops off a cliff), it just all makes it unviable to have fun together. Hopefully these kinda issues will be resolved in the future though, I can only hope.
Simple fix, you clear a nexus in a party group ?
You ALSO get the tome.