And I meant to say in my last post: I'm also quite open to the idea that there may be factors in multiplayer that I simply don't know about that are contributing to an "X factor" making it harder than it otherwise would be just based on the numbers. We haven't had enough concerted multiplayer testing with large enough groups to say for sure on that, to be honest. With AI War I was playing the multiplayer weekly, but most of my play here has been solo.
Welp, guess I can discuss what I see and how it seems to work out and you can judge the merit of those observations for yourselves.
I'm quite familiar that issues of perception can cloud issues of reality -- another thing we had to deal with in AI War, and just part of human brain heuristics rather than an individual logical failing or something.
Which is quite possible. So, without further ado:
Let's take Bob and Joe. They both do ~200 DPS just getting going and not having gotten their upgrade stones yet. They decide to go off together and raid some houses. Hello Mr. Junkyard, we're here for your quickie-shacks.
Happily bouncing along they run into a blue ameoba. Nothing extravagant. Bob and Joe lay into it with a vengeance, each one avoiding most of the triple shots, each getting hit once. So they've each lost 10 HP or whatever. When the ameoba dies, 5 hp are released, just like normal. Bob and Joe get a little back. Because this health return doesn't change with multiple players, and both players are required to attack the piercing enemies, they have a net loss on their health return for the fight.
Now moving along they run into a landspeeder. This thing is dropping double-strength miasma balls now so you can't pop them before they reach you typically, there just isn't enough screen real-estate. While you're attacking, a simple lightning esper floats over you and starts whacking away from the other side. You turn to take on the esper, which is double strength, so both of you have to turn and clock it. Because of the heavier HP on the miasma balls, where one character could usually turn, pop the miasma, turn, put a few more into the esper, you've both got to be perfect if you're going to pull it off, or you're trapped.
After this nasty little scenario, which isn't that hard to envision, you have gotten your health orbs... which only can heal one of you.
Because of the nature of the current mechanism that is used to up the difficulty when there are multiple people, and since kill rewards stay the same, it becomes the equivalent of a net-loss in health. Eventually, someone is going to die that wouldn't have if they both ran the area solo.
Add to that the healing spell is a net-0 spell. Yes, in an emergency it could save someone's life... if you're on the ball and willing to give up your own HP to help them. Considering one of my recent characters was taking on the overlord with 150 hp, that's not necessarily a good option all the time. Sure, nice option, but it's not even in my primary bar, as it feels a bit silly to kill myself to help my partner, and if I'm running solo all it will do if I accidentally hit it is lower my hp for a time while I wait for the orbs to come back.
There are a few things multiplayers have available. One, only one of you needs to have platforms going, so the other player can have two spells at their disposal. Using different spell builds also helps to make sure that you won't run into a mob that's resistant to both of you on first hit. But even then, there's not a lot of weakness in the game. Example: Living Fire is not particularly suseptable to water. This and a few other critters (blue/red ameobas, for example) seems odd to me, but that's a tangent. How it applies here though is that in most cases your different spells won't be that impactful UNLESS you run into a resistant creature.
Another thing that they can do, as Keith pointed out we did against the OL, is divide a particular mob's attention, or their firepower. This is of course very helpful, but in general you're running linearly through a cave/mazeroom/surfacechunk/whatever. You're not, one hopes, spending a large amount of time where this is a critical concept. Particularly in cases of our landspeeder above. If one of you hangs out on the 'approach' side, and another doublejumps and storm-dashes over the landspeeder's head to 'split' fire... that second person has basically left their butt in the wind against 2x health enemies with no support while still taking fire from the primary problem. You hope your buddy on the approach side doesn't get distracted and leave you out to die.
All of these things ARE influential in the gameplay, yes, helping to balance the two problems out, but they come with their own issues which almost balance themselves off. Add to this if you're playing on an MP server ANYONE can enter your chunk while you're, say, halfway through it, and suddenly everything doubles in health and you've got no support yet. Hope you weren't low on hp right there. This is a VERY Pick Up Group kind of game by it's nature. It doesn't need to be as heavily balanced, in my personal opinion, as an organized team playing AI War with a direct set of goals. It's more like "Hey, buddy, Mind if I tag along? I don't have upgrade stones yet and I'm getting whacked!" "Sure, man."
THWACK THWACK.
"Um, dude? Yeah, let's not EVER do that again, hm?"