Author Topic: Encourage Groups in PS  (Read 1741 times)

Eonwind

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Re: Encourage Groups in PS
« Reply #15 on: January 23, 2016, 05:42:03 am »
Like Bonifarzia said Xalpalok is not the only "boss" available. If you have recently talked to Kada's innkeeper you may have heard some hearsay about weird monsters wondering in the city underground.
These are "low level" challenges made so new players can beat them forming small groups or at least require the help from a veteran player.
Nefas Dur is another example of strong enemy that may require team work.
Of course maxed out peoples will not need any help, but that's why Xalpalock exits.
Tribes is another way to make players need more strategy than just aggroing a mob one by one to take down a tribe. Many tribes are already implemented but more will come and we plan to make them more challenging.

You're right when you say the "loot" is not great, we know that and given time we have plan to add more special loot, including unique drops from each "boss". However, speaking about combat there still is a lot to leverage and the work on the new combat system is a key part of it. But it's a long way to go.

About the other point, the character specializations, there has been much dicussion inside the rules team on how to introduce/enforce this aspect. How ever let me briefly point out some pillars that we think are important for PS gamplay and make it unique:
  • there are no levels, characters are not forced in a given "tier"
  • every character should be able to train whatever skill he wants to (and thus develop in any direction he wish over the course of his IC life)
Of course this makes it extremely difficult for us to create specialised roles whose access is barred to other characters and also balance things so the game can be enjoyed and is well balanced for every possible stat/skill combination.
Good news is we are working on it.
In the future you can expect that while your character will be able to train whatever skill he would like to he will also have to make IC choices at some point, meaning that he won't be able to reach a master reputation (reputation, not skill) in every single aspect of the game (or faction).
You can already seen what I mean in the current implementation of magic circles.
Of course in the future along with these restriction there will be special spells/powers or abilities restricted only to master members of a given faction.

Mechanically (engine) wise we also think it's a good idea to increase the benefits of working in group (group questing, more rewards while fighting in group) but this will have to wait when we have more engine developers able to develop the engine infrastructure we need for that.

redhound

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Re: Encourage Groups in PS
« Reply #16 on: January 24, 2016, 12:16:01 pm »
If you have recently talked to Kada's innkeeper you may have heard some hearsay about weird monsters wondering in the city underground.

These are nice additions, I admit.

Mechanically (engine) wise we also think it's a good idea to increase the benefits of working in group (group questing, more rewards while fighting in group) but this will have to wait when we have more engine developers able to develop the engine infrastructure we need for that.

Let's just hope this will happen soon...
« Last Edit: January 24, 2016, 12:22:06 pm by redhound »

sgtkwol

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Re: Encourage Groups in PS
« Reply #17 on: January 25, 2016, 05:39:31 pm »
My recommendation would be battle "minds". Put them in the brain/mind slot and they enhance abilities while equipped, while crippling other abilities. Mages would get stronger magic stats, but low armor. Tanks would get high armor, at the cost of physical and mental strength. Physical attackers would have varying armor based on the weapon that the "mind" is focused on (daggers might be light/medium armor, swords might be medium or heavy). Battle minds can't be changed during battle.

Rigwyn

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Re: Encourage Groups in PS
« Reply #18 on: January 25, 2016, 06:27:50 pm »
Battle minds sounds good except you may end up with people flip flopping from one role to another and never really getting how to play a single role within a team well.

The requirement to train to fulfill a particular role could be mandated or encouraged by a guild. This would eliminate the need for mechanics. ( ie. have a separate path for tank, healer and dps ). Up till now, there really hasn't been much to do in the game aside from fighting single mobs ( or lots of them one at a time ), so I don't see much encouragement for this sort of teaming. The introduction of dungeons and meaningful loot might change this though. 

Make it challenging and rewarding enough that you require groups to beat a given dungeon, and maybe people will assemble and group accordingly. ( Think lots of dungeons at varying levels of difficulty )


sgtkwol

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Re: Encourage Groups in PS
« Reply #19 on: January 25, 2016, 11:30:21 pm »
Could make it where you have access to 1 battle mind at a time and can only change every so many hours in real time. Battle minds could be trained like other skills.

Bonifarzia

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Re: Encourage Groups in PS
« Reply #20 on: January 26, 2016, 05:21:51 am »
Thanks for the feedback, Eonwind
Full agreement from my side, only one point to clarify:
You're right when you say the "loot" is not great ...
And it does not really have to be, if the fight itself is fun. It was for me. If you add new rewards here and there, they are in focus for a moment, and soon become a new "standard". (In contrast to the long-name-items I mentioned in this context, but that can easily get off topic.)
... battle mind ...
Let's not try to re-invent the wheel until we have seen what new combat features are on the way (see the ps-wiki links i posted above). Oh, and wasn't there some "new" development with enchanted weapons? I guess that can add some diversity, too.

BoevenF

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Re: Encourage Groups in PS
« Reply #21 on: January 26, 2016, 08:59:42 am »
And it does not really have to be, if the fight itself is fun. It was for me. If you add new rewards here and there, they are in focus for a moment, and soon become a new "standard".
I remember there was that rogue or bandit, high on a hill to the left, on the road to the Bronze Doors, I think. The loot was so interesting that he was constantly assaulted, you had to pick up a queue number to slain him. Someone told me he's now rabid, running in circles deep into the Stone Labyrinths. Not funny at all.

Bonifarzia

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Re: Encourage Groups in PS
« Reply #22 on: January 26, 2016, 10:12:53 am »
Ah, yes, the BrigandTM - you should draw a memorial episode for him :)
For a while, it was roughly the same story with onyx-doggers.

LigH

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Re: Encourage Groups in PS
« Reply #23 on: January 26, 2016, 10:16:27 am »
The Brigand once used to be the most reliable source of pies.

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Eonwind

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Re: Encourage Groups in PS
« Reply #24 on: January 26, 2016, 10:21:40 am »
Oh, and wasn't there some "new" development with enchanted weapons? I guess that can add some diversity, too.
Enchanted craftable weapons have been released and are available from quite some time. There are quite some variation and possibilities, just to name a few:
  • anchantments adds a particular type of damage (blunt, pierce, slash, etc.) based on the way
  • some enchantment can let a weapon deals extra fire/ice damage or even drain life
  • enchantment can boost stats/hp/mana/stamina, etc. ...

BoevenF

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Re: Encourage Groups in PS
« Reply #25 on: January 26, 2016, 11:34:28 am »
The Brigand once used to be the most reliable source of pies.

<off topic on>
So it was like Pies and Heavily Encrusted Daggers of Clear Thought, uh? mmmh... I need a pie... a ticket dispenser... a box with a couple holes... some better looking weapons... mmmh...
<off topic off>
« Last Edit: January 27, 2016, 08:26:21 pm by BoevenF »

Bonifarzia

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Re: Encourage Groups in PS
« Reply #26 on: January 27, 2016, 03:00:08 am »
Enchanted craftable weapons have been released and are available from quite some time.
I've been away for too long to hop into a discussion  ::)
That's good stuff, also the jewelry, I'll have to take closer look at these features.

Back on topic: Have you considered to expand on the multiplayer quests idea? Okay, those circle quests where you have to borrow wands from other players are quite unpopular, but maybe similar tricks can be used to write repeatable quests that require items from each other, and from two or more players. An abuse-save design is certainly tricky, but that could be another option to encourage team play. Maybe even with practice awards for that quests, to ease some of the dull grind.

LigH

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Re: Encourage Groups in PS
« Reply #27 on: January 27, 2016, 03:14:05 am »
<off topic on>

Don't waste time, a new comic is overdue! ;)

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Gaheris

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Re: Encourage Groups in PS
« Reply #28 on: January 31, 2016, 01:40:54 pm »
Group Encouragement, part II:

Classes / Roles:
PlaneShift does not have classes like many other MMORPG's. Classes often give limitations, in armor you can wear, skills you can achieve and magic you can use.
PlaneShift does not give this limitations, so you can actually learn anything. However it takes much time and patience to actually learn everything.
So while not having the limitations, thinking in the way of a class, can help you with your character, with path in skills to concentrate on. It can also help you in playing a certain role in group combat. The more experiences players, the 'jack of all trades' can play any role, and by that fill in the gaps a group has in order to sucessfully perform in group combat.

Based on my experience with RPG and mostly MMORPG's i roughly come to the following roles:
1. Tank (The one taking the hits)
2. Close combat DPS (people standing close to the mob, hitting it for as much dmg they can)
3. Range combat DPS (people keeping distance, hitting it for as much dmg they can)
4. Healers
5. Support classes
6. Puller

To give a idea, i'll put in some examples for each role.

1. Often a melee class, much skills in defence. High HP and AC (Armor Class). This role is about receiving hits, you can do damage, but it's not your primairy concern. Others can do that better. It's your role to keep that high lvl boss on you. Meaning your more then a dumb meat shield. The word Aggro (Aggression) control pops up.
Every action from every group members draws some attention from that high lvl boss. It's your role to keep it on you, instead that it's running to those healers, who are easily killed. The damage you can do it only a small part of the aggro control, since others can do that better. So you use taunt skills, you bash it with your shield, kick it with your legs, you do anything you can to keep the focus on the mobs on you. Of course while taking as few and low hits as possible, so the healers can keep up healing you. Famous stats are Endurance, Stamina, Agility, Dexterity. From those we recognice Endurance and Agility in PS.

2. Anyone weilding a sword, axe, club or whatever created damage. You stand close to the mob, maybe even behind it to use special skill (backstab, rogues). Standing behind the mobs, also gives a good view on if the tank succeeds in keeping the aggro. In other games you are called a rogue, thief, paladin, shadowknight, ranger, warrior, fighter. You have to have some skills in defence, armor, hp, because often those big high lvl bosses have a area damage effect on them. So you need to handle that. But you focus on delivering damage. Strenght is important, but in other games also Dexterity which helps with your hitrate. You have to balance between doing as much damage as you can without taking of the aggro from the tank, because by doing that, you'll die... fast..

3. Wizard, Magacians, Enchanters, but also Archers/Rangers, Axe Trowers. Anyone who can do damage from some distance. The big boss area damage effect won't reach you. So you'll actually are able to focus more on delivering dmg then the close combat dps, who need to take care of some hp and defensive skills. So the balance you need to preserve between delivering dmg and not taking aggro is even thinner.

4. The life-savers. You heal, you have different spells for that. Single target heals, group heals. You can resurrect from the death, buff others with great life boots. In some games healers/priests are always weak, while in other games, the priest apart from other magic classes can wear heavy armor and have decent hp/ac. Because they are such a favourite target. Beware, healing the tank and others can also draw attention from the mobs / high lvl big boss. So you have to choose if you only heal the tank, or also the others players who might have taking aggro over for a small time, or who can't handle the Area damage. Because if you die, everyting is lost.

5. Support Class. Often forgotten, but most important. Think about classes like Shaman, Druids and such. You aren't that Master healer. But you can help a little. You can buff everyone or maybe even better, you can debuff mobs / the boss. Image what Master Wizard would do in damage, if you could lower the mobs resistance to their way / spell.

6. Puller. Often a combined task with another role, same counts for support class. But i've playing games where in raids (large group with like 40 players), a good puller could make the difference between a success and a raid whipe (40 death bodies). A good puller can split large groups of mobs, and just bring one of only a few mobs to the group/raid. Divide et Impere! I once played a game, with a class called monk. And those were the best puller, because they had a skill called feign death, where a mobs considered the person death. That skill made it possible to split mobs.

Back to PlaneShift, how does this all fit into PlaneShift.
Also PlaneShift groups need to devide roles. The roles of Support Class and Puller can somewhat be forgotten. Since everyone can learn anything, these roles can be a combined role with any other role by a player.
So basically it comes down to a tank, a healer and two types of dps (damage per second) classes. Close and ranged.

What does we need in PlaneShift to play those roles.
General: Some kind of aggro management system, where every action (not only damage) gives you some points on the mobs aggro list.
1. Tank: Need something to control the aggro of the mobs. Something like a taunt skill and maybe a second skill that also builds up aggro, maybe a bash (with shield) or kick skill. Something that gives damage (and is also usable in solo play), but also gives some damage. (So DPS roles should not use it in group play)
2. Healer: Healing spells that can be casted from larger distance. The current Life Infusion spell, easy to grab almost anyone requires you to almost stand next to the target. In a group fight this could become a bit chaotic and lethal to the healers if the big boss mob has a area damage spell.
3. DPS classes: Nothing special at this very moment. Let's start with basics first. Later things like the backstabbing skill and such can become very usefull.

From this point on, we need a group of players, that are willing to play as a group and see what's missing.
In this text i speak alot about fight a big bad boss mob. But it could also be a large group of mobs, working together too. Or a combination of both. A big bad boss with his minions. That would make tactics become even more important. Blue Way spells like putting mobs to sleep or Dark way spells like Fear would be very usefull.
With implementing big bad boss mobs, those mobs should be immune to certain spells. Being able to put Fear on a big bad mob, would ruin fun. Maybe we'll need more AoE spells or even melee skills (Wind Spin hits all mobs around you!). Also debuff spells would be usefull. There would be more ways to kill a tough enemy. Bring enough firepower, or debuff him so we'll hit him harder.

As threadstarter, after bringing in to mind at the Meet the Dev on 24 Januari 2016 and the constructive talk with PS Dev afterward, this is my initiative how to implement group play / encourangement. It's not how it should be done, it a starting point.
What i need is a group of players who like to see more group play, just as i do. Please contact me here, or in the game. We need to try and sort out things, to give the devs more detailed insight in what is needed. I also need Devs/GM's to understand that playing together is a major part in a mmorpg and to give clear reply in what is possible and what's not. And in what timeframe and how players (who aren't programmers) can help to speed up the progress.

From the above, it more then a simple press of the button or even writing some C++ code and expect it to work. It's testing, testing, adjusting, etc.
And when things become clearer, we have to implement changes roleplaying style. So that means quests that need to be written, NPC's who can give them, but also learn us possible new skills. I'm up for it, who's with me?
Regards,
Gaheris Silverhair
Commander in Iron Claw
http://planeshift.teamix.org/myplane/profile/Gaheris_Silverhair/

Gaheris

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Re: Encourage Groups in PS
« Reply #29 on: January 31, 2016, 01:54:41 pm »
Based on the above written text, i had a very good chat with Eonwind.
He asked me to put the above text into a list of tasks, which resulted in this list:

Tasks:
DEVS:
1. Create some sort of aggro management system, which includes other action than only damage. (from Eonwind: Already in place)
   http://planeshift.top-ix.it/pswiki/index.php?title=NPC_Scripting
   http://planeshift.top-ix.it/pswiki/index.php?title=Behaviors_and_Reactions
   But might need finetuning
2. Put distance on healing spell with a target.
3. Make group members easy selectable (from group windows and/or shortcut keys).
4. Share experience point to all group members within range of the kill.
5. Create/change mobs to work more intensively together, so some require groups to kill.
6. Create high lvl bosses with high regen of hp, which require a large group to kill.
7. Increase loot reward from certain group-based mobs.
8.  Calculate effects from high density of players/spells on one spot and the responsiveness of the clients. (grouped with a high lvl blue mage, made my computer freeze)
9. Make command to change loot method for group (all-leader, current roll)

Player Base:
- Group together, even while changes aren't made yet.
- From grouping experience, bring in more tasks/requirements for successfull grouping.
- Help with quests/storyline for bringing in new mobs/bosses.
- Help with defining roles in groups. Spells that are usefull in groups, create a grouping guide for new/returning players.
- Since there is aggro management already in game, test it, and generate input for DEVs to finetune it.

Above task list has been discussed in IRC, resulting in the following steps.
1. Let players test the current aggro management system and read the links about the current system.
2. To be discussed further on, really something to consider. But considering the effects/balance in the game.
3. Very difficult in current engine. Workaround would be scripting, since you want to select the tank most. /target player and /assist player would work for 90% of the cases.
4. This should already be the situation and every group member should receive the same experience, maybe except healers which should be tested. I've tested it with Lerras in the Arena, and my share of experience was marginal to Lerras (who actually did the most of the killing indeed), so it seems it's damage based.
5, 6, 7: Already work in progress.
8. Hard to change, but hopefully the new Unreal engine will help. Players can turn of some effects as a workaround.
9. Not fully discussed. Talked about the current /loot commands, but it does not answer the question for groups.

As you can (and hopefully have) read, there's a lot going on and still a lot to do.
Since a group has a minimum of 2 players, i can't do this alone and i need people to help me with this.
The most you have to do is just play, but you also write down results from tests, and suggestions/wishes to you think could improve your group play.

Thank you for reading!
Regards,
Gaheris Silverhair
Commander in Iron Claw
http://planeshift.teamix.org/myplane/profile/Gaheris_Silverhair/