I'm kind of new to the game and I find it easier to solo and only join parties when I feel that my internet is not running as fast as it should be. Recently, I was told by someone that you receive more crowns (excluding materials) when you are in a party of four people than if you were alone. Is this true? Has anyone tested this?
Does the Amount of Crowns Dropped Scale According to Amount of People in a Party?
There is a wonderful thing called the wiki : http://wiki.spiralknights.com/Crowns
"You pick up crowns by walking near them. If there is more than one knight in your party, all the knights will receive the same number of coins."
No, the number of crowns doesn't scale. If a thousand crowns would have dropped in a level and you're solo, then you get a thousand crowns. If you're in a group of four, then everyone in the group gets a thousand crowns.
One downside of soloing is that there is no one to revive you if you die, so you'll have to use energy or quit every single time you die. Another is that because hearts are shared, a given number heart drops can heal vastly more damage if you're in a group. While mob health does scale with group size, too, in a group of four, mobs might take twice as many hits to kill as if you're solo, while hearts can heal four times the damage, because it's the same amount of health for each person. Another drawback of being solo is that it takes longer to do a level, so even if you get the same number of crowns per level as before, maybe you only do half as many levels in the same amount of time. Yet another drawback of being solo is that all of the mobs are attacking you, rather than spreading out and attacking different group members.
There are advantages to soloing, too, however. The big one is that you get to keep all of the materials yourself, rather than getting only a fraction of them. Soloing also avoids the risk that other people in your group will be idiots who find creative ways to get themselves killed, or worse, to get you killed. (Don't touch that firepot!) Of course, the other side of that is that soloing means you can't end up with good players in your group and add them to your friends list to group with them again, either.
I think your statement is false Quizzical. There's a distinct scaling in crowns per party member with total number of party members, and I think this is because the monsters scale nonlinearly in difficulty with increasing party members.
A lot of people have commented that a certain tier in a certain gate is hugely profitable while I have replied saying that it's not. The reason is because I solo, while they group with 4 people.
TL, DR: Yes, it scales.
Before anyone starts saying anything to act smart, please go test it out first, me and 4 friends have alreadly runned 50 arena loops to get that average, and yes if you are gonna screw me over for looping arenas i cant be bothered
"While mob health does scale with group size, too, in a group of four, mobs might take twice as many hits to kill as if you're solo, while hearts can heal four times the damage, because it's the same amount of health for each person. Another drawback of being solo is that it takes longer to do a level, so even if you get the same number of crowns per level as before, maybe you only do half as many levels in the same amount of time. Yet another drawback of being solo is that all of the mobs are attacking you, rather than spreading out and attacking different group members."
That's mainly opinion. When you are solo, you don't have any one pushing mobs away so you can easily maximise your damage and go faster. Similary, you never have to wait for an afk, someone who get lost or who find very creative ways to delay you.
As for mobs attacking you, it depends on your preferences. When you play mainly with AoE weapons (Levi charge, bombs etc ...), you WANT the mobs following you rather than dispersing.
As for the scaling, if it does, it is marginal, at best : as every crown go to each member of the team, the levels don't need to have more crown to offset being several in the party. Therefor, there is no reason to scale it. And I didn't find any evidence it does. Testing it in length would be very long, as every level doesn't give the same amount of crowns, and in the same level, the number of crown is random anyway, in a range.
But if you want more crown, there is a basic rule : in a tiers, the second strata (after the clockworks terminal) is always much more profitable.
Edit : @klipwc 50 runs is statistically not enough to draw clear conclusion, and did you take in account the strata ?
50 runs each, for 3 people and 4 people. and yes i admit i earned lots of money while doing this at the same time, theres a new gate with another floor 7 arena, why listen to others? go try it yourself. place an anchor and loop the level with 3 / 4 players then see the difference, i see no harm in doing this either, you get insane amounts of crowns while the only disadvantage is that no heat or crystals.
NO crowns and heat do not change with the number of people on the level. You will get as many solo as you do with 4 people.
There is a VERY large variation in the amount of crowns you get from a given level based on drops. Items, vitapods, hearts, potions, all take the place of crowns/heat when mobs die so if you get a large number of item drops your crown total will be less and vice versa.
Also unless the level is right before a Basil or town level you can get Crystals and Heat by simply taking the elevator up. You can't do it on the level before Basil or a town because it forces you to go down which will make it such that you can't loop.
Well, enjoy soloing while i go off with 4 ppl and earn 400 crowns more per arena loop, good luck
If you're looping arenas, you could easily run into an autocorrelation problem that invalidates your data. Anything that is initialized upon starting the level rather than upon spawning individual mobs wouldn't give you independent data points.
From a programming perspective, it would surely be easier to make crowns not scale with group size. What happens if people join and leave while a level is in progress? Does it have to reroll the loot for monsters? Does it bluntly add or subtract? Does it multiply and then round? Now yes, that can be done. They do scale mob health by group size. But if there's no good reason to scale crowns, then why do so?
They have a good reason to scale crowns, Mats are shared so they slightly boost the amount of crowns you obtain. this is as you do NOT get more mats with more players, so when there are more players you have lesser mats which results in a slightly higher amount crowns
That's funny because I've seen as much as a 1000 crown difference or more in two completely different clears of the exact same level. Both were run completely solo.
The ONLY difference between the two is the fact that mob drops are completely random. Since I prefer GY to arena I can tell you that skeletons can drop anywhere from nothing at all to as much as 50-75 crowns each. So if that's possible you can see that on a given level with say 50 skeletons that you could potentially get as much as 3750 crowns or as little as nothing. Usually you get some combination of heat/crowns.
So with that much variation how do you plan on telling us that the levels always drop 400 crowns more? Care to share those spreadsheets showing the 100 levels that you cleared, since you did exactly 50 of each I would imagine that you didn't just toss the evidence.
I wish they scaled things with the number of people in the party, but in reality they don't. Well unless you consider that crowns/heat are given out to everyone.
lopped a d14 arena for 48913028410239846318463128794612396841 times.
it doesnt scale. 1.8k-2.4k for solo.
same moolah acquired in a group.
Yes, tested and tried, in comparison on level 7 arena
3 ppl 1.6k - 1.8k
4ppl 2k-2.2k
I think its to make up for the fact that mats are shared when your in a party so they give you more crowns