Reaper of Souls Bounty Split-Farming Remains


We saw last week that Reaper of Souls bounty split-farming had been hotfixed out of the beta. While the really exploitative method was patched, Blizzard didn’t entirely remove the benefits of everyone going their own way in a multiplayer game. Characters now have to be on the same level to score the exp/gold/Blood Shards reward for each individual bounty, but everyone in the game, no matter where they are, still gets credit for the bounty completion, which counts towards the bonus goodie bag earned for completing all bounties in each act.

What if I complete 90% objectives and just go back town to salvage trash and someone else finish it?
Nevalistis: If you aren’t present when the bounty is completed, you won’t receive the rewards (gold, experience, or Blood Shards). However, you will receive completion credit for the bounty, so that you qualify for finishing Tyrael’s quest.

How big is this area in relation to what is rendered on screen?
Should be about a screen and a half, if my estimates are correct. Try it out and be sure to let us know how these changes feel!

Groups will just split up as usual and “prep” the bounties individually like players do now with festering woods for crypt runs. The reward system doesn’t scale with difficulty enough at the moment, its not worth doing bounties as a group because split farming is quicker, easier and just as rewarding as higher difficulties where you have to work as a team.
Nevalistis: Right now, we want to see exactly what kind of behavior pans out as a result of these fixes. We’re definitely keeping an eye on what’s going on when it comes to this style of gameplay. The intent is to have players in multiplayer actually playing together in the same area, and we’re dedicated to working towards a goal that both encourages and rewards that kind of behavior.

As you all experiment with these changes, we’re taking copious notes and seeing what further needs tweaking. =)

I’ve experimented quite a bit with Bounties in Reaper of Souls, solo, split-farming, and co-op teamwork, and I’d say this is an inadequate solution… depending on Blizzard’s goal. If they really want to encourage (force?) teamwork and co-op play on bounties, then they need to fix it so that goodie bags can’t be split-farmed like this.

Completing bounties is the fastest way to rack up Blood Shards, but even with legendary gambling now possible, Shards aren’t that big a deal. You accumulate them, but they’re almost a by-product of what you’d be doing anyway. When I’m playing I value the goodie bag much more highly than the Shards from the individual bounties, since goodie bags have good legendary drop odds; much better than gambling from Shards, at least.

That said… this isn’t a terrible system now. It’s kind of exploitable, but players like things that are exploitable, so long as they’re not too cheesy or game-breaking. Full on bounty sharing via split farming was too much. This might be a decent compromise, and besides, it’s mostly an exploit for weaker characters who are still gearing up. Once you’ve got good enough equipment to handle Torment you’re going to earn better rewards (exp, gold, items) partying up there and teaming up to quickly to the bounties in co-op.

If there comes a day when lots of chars are so well geared that they can easily split-farm in Torment, I’ll be willing to reconsider my non-objection.

Comments

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  1. Damnit I hate Diablo players so much…….here’s your reward for playing co-op – it’s fun to play co-op. Why the hell are Diablo players so insistent on being bribed into having fun??? Uuuugggghhhh.

    • It’s more the other way: playing in co-op is too inefficient. The fun way to play is slower and limits your gear rate. That’s bad.

      • It might be annoying but what if there were a series of BoA items that needed to be picked up at the site of the battles to bring back to town that would require some presence of the rest of the party. So if you were not in the screen shot of the “kill” no token for you and thus no bounty or whatever…

        I hear what others are saying but I actually like playing co-op. If its slightly less “productive” then whatever. I like seeing 4 powers converge to wipe out hordes. I like the rude and offensive jokes as we play. I like the diablo-speak banter regarding strategy and builds as we go on a kill rampage. The shinys are just the icing on the cake for continued play.

  2. I’ve maintained from the beginning that this is more a result of a skewed reward system than anything else.

    If monster drop rates were actually decent and we weren’t so dependent on the goodie bag & blood shards to get upgrades then there would be no incentive to split farm. Instead we would be out in the world killing monsters to get upgrades, grouped up since that’s the efficient way to get kills in the harder difficulties.

    Of course that would also require the harder difficulties to be substantially more rewarding than they are currently. The effort to reward ratio of torment is ridiculously messed up.

    • You simply need to click this bodies! Before recent 2 I got from monster drops, I was on 3 in a row from bodies. Clicking madness!

    • I think wolfpaq’s comment was accurate before the last patch, but now I think the leg drop rate is more than sufficient for upgrades. I’ve not felt any real need to get bloodshards for gambling, since I find lots of legs playing and very few gambling.

      It goes against the gear philosophy the devs have stated, but I think gambling should maybe give potentially better rares than drops, at least pre-torment drops. As it is rares are just spam; you find so many so quickly while playing that any you get from gambling feels like a waste once you’re past the “just got to 70 and gearing up” stage.

      Now I don’t even look at the vast majority of rares, and when I gamble I just fill my INV hoping for something with a green or orange background. Everything else I just churn without bothering to study the stats, since at best it’ll be a .01% upgrade on some existing rare.

  3. QUOTE

    I've maintained from the beginning that this is more a result of a skewed reward system than anything else.
    
    If monster drop rates were actually decent and we weren't so dependent on the goodie bag & blood shards to get upgrades then there would be no incentive to split farm.  Instead we would be out in the world killing monsters to get upgrades, grouped up since that's the efficient way to get kills in the harder difficulties.
    
    Of course that would also require the harder difficulties to be substantially more rewarding than they are currently.  The effort to reward ratio of torment is ridiculously messed up.

    I agree with that. It sounds like bag/shard are the most rewarding and anything dropped from creatures are just a small bonus on top of that, when it should really be the other way around.

    I do like having rewarding things to do, but it would be nice just to be able to load up a game kill stuff w/o feeling like you’re playing horribly inefficient by doing so.

  4. I was excited for the expansion when I read about the new direction, bounties and rifts, but the more I read about it the more these guys just seem to be as lost as they used to be under Jay Wilson. They don’t know the hell they’re doing, there is a clear lack of vision and leadership under the new guy, everything constantly change with substantial amount where by now they should be tweaking the game, not overhaul it.

  5. Just make the legendaries drop only from Hard Difficulty at least, then it will be more incentive to play on a higher level.

  6. QUOTE

    I've maintained from the beginning that this is more a result of a skewed reward system than anything else.
    
    If monster drop rates were actually decent and we weren't so dependent on the goodie bag & blood shards to get upgrades then there would be no incentive to split farm.  Instead we would be out in the world killing monsters to get upgrades, grouped up since that's the efficient way to get kills in the harder difficulties.
    
    Of course that would also require the harder difficulties to be substantially more rewarding than they are currently.  The effort to reward ratio of torment is ridiculously messed up.

    It seems Blizzard is constantly deleting their memory banks. Remember when the MP system first came out, how it was completely not worth playing on until they adjusted it several times over several months? And then, after realizing they have to make it actually worthwhile (and gave everything a bunch of hp, severely narrowing builds) they redo the MP system and we’re back at this point.

    I’m also not sure why there’s 9 of them when only 3 matter.

  7. QUOTE

    It seems Blizzard is constantly deleting their memory banks. Remember when the MP system first came out, how it was completely not worth playing on until they adjusted it several times over several months? And then, after realizing they have to make it actually worthwhile (and gave everything a bunch of hp, severely narrowing builds) they redo the MP system and we're back at this point.
    
    I'm also not sure why there's 9 of them when only 3 matter.
    I'm glad they are getting rid of monster power.  You were right about it being a mess back then, and I frankly think it's still a mess now, what with the optimal paragon leveling strategy being skipping elites and spamming decaying crypt games.  I just hope they can get torment right.  Currently I don't think they are there yet.
    
    
    I think wolfpaq's comment was accurate before the last patch, but now I think the leg drop rate is more than sufficient for upgrades. I've not felt any real need to get bloodshards for gambling, since I find lots of legs playing and very few gambling. 
    
    It goes against the gear philosophy the devs have stated, but I think gambling should maybe give potentially better rares than drops, at least pre-torment drops. As it is rares are just spam; you find so many so quickly while playing that any you get from gambling feels like a waste once you're past the "just got to 70 and gearing up" stage. 
    
    Now I don't even look at the vast majority of rares, and when I gamble I just fill my INV hoping for something with a green or orange background. Everything else I just churn without bothering to study the stats, since at best it'll be a .01% upgrade on some existing rare.
    I still think legendary drop rates could be higher.  Check out 
    this compilation

    someone posted on the beta boards. Of the 30 or so present, I count 6 that I think are good. And I'm not even talking good for that 1 mil dps, 6.5k toughness wizard he was using to find them, I just mean good in general.

    Sure drop rates may be up but if we still have to churn through 5 legendaries to find 1 decent one, that may or may not be an upgrade, then I think the drop rate has got to go up.

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