PlaneShift

Gameplay => Wish list => Topic started by: Gaheris on January 20, 2016, 04:42:26 am

Title: Encourage Groups in PS
Post by: Gaheris on January 20, 2016, 04:42:26 am
Good day all,

Finally found my way to the forum, so here my first post. On request after mentioning the same subject several times during a MeetTheDev meeting.
I've searches the forum for threads with similar content. I found a very old death thread, that comes close to my idea/wish.
You can read it here: http://www.hydlaaplaza.com/smf/index.php?topic=41704.msg474368#msg474368

First of all, i like PS alot. The game is huge, the crafting, the roleplaying gives this game more dept that most other MMORPG's i ever played.
But i miss something in this game, leading to this wish. Roleplaying seems to be the only reason for players to come/group together.

I would like to see more PvE combat with groups. In order to encourage that, i think some things should be changes/added.
As the other thread is also mentioning, is that players become a jack of all trades. There is no specialisation, no class.
I know from the MtD event, that PS would not like a class. But within the world of PS, where you can become everything, you could work yourself first to a specific class/role, but learning others. That would lower the learning curve for new players alot and add to my wish.
Have players gain more from group fighting. Let players have roles. Like a healer. (Please make healing spells have more distance, be able to be casted from a distance). Or a tank. I remember Talad's response on the Tank role, that it would not suit in the idea of PS. But we have heavy armor, we have differences in the Heavy Armor skill, the Agility and Endurance stat. We can now enchant armor (and put a defence modifier on it). Let guilds work together special tank armor for their events/parties. (And encourage high-end crafting to be important for a guild). And as the other thread stated, something called mob control / aggression control would be needed. Being a tank involved more than being a meat shield. You can to keep the big monster on you, so it won't attack the other (easier to kill) members of a group.

I don't really mind, how to encourage grouping. The above are just some examples.
The basic wish is, grouping together is a form of roleplaying, is great fun.
Ask yourself, what are the great moments you had in the game? And ask yourself, were you alone at that time or with other players?

Thank you for reading.
Title: Re: Encourage Groups in PS
Post by: Bonifarzia on January 20, 2016, 08:11:31 am
Hi Gaheris
That's a nice suggestion, so I'd like to comment, although I haven't been around for a while. (You 'llnotice that I already replied to the old topic you linked.)

I fully agree that multiplayer content is what makes the game fun, in contrast to solitary and repetitive actions, like "training". As far as I can see, such multiplayer content was and is player-driven, be it GM-events or spontaneous player interaction. There's a problem though, if you make group involvement necessary in early stages of the game experience (i.e. for new players), the game will heavily rely on a sufficiently large player base. In return, once you succeed in attracting more players, there will be more occasions for cooperative game-play, even if it is not really encouraged by means of game mechanics.

Much of what you are asking for has already been available for a while. There are powerful healing spells that work over large distances and also on groups of friends. And there is at least one enemy that is strong enough to pose a challenge for a group of hunters: This card (http://www.hydlaaplaza.com/smf/index.php?topic=42127.msg476165#msg476165) was not only a joke. I have to say I enjoyed the group hunts I had on this beast, although there was not much of a reason to chase this baddy. The main reward was to get together and have some fun.

Concerning player progression (stats and skills), character classes and similar topics, you will find a lot of old discussions on these forums. Another big factor that can make things much more interesting are the various combat enhancements, which have been in development for a while. I wonder when they will be ready for a new release :)
http://194.116.72.94/pswiki/index.php?title=Combat_System
http://194.116.72.94/pswiki/index.php?title=Combat_enhancements
I think these enhancements will also put some more emphasis on cooperative game-play.
Title: Re: Encourage Groups in PS
Post by: cdmoreland on January 20, 2016, 10:19:51 am
It was a lot more fun to group and fight the mobs at one time. The new players got good PP and learned how to stay alive. With the mobs casting spells and players splitting the strongest player's PP it's not worth it for new players.
Title: Re: Encourage Groups in PS
Post by: redhound on January 20, 2016, 11:50:47 am
... Or a tank. I remember Talad's response on the Tank role, that it would not suit in the idea of PS...

I wonder, how having well-defined combat role couldn't suit the "idea of PS"... Is this conversation could be found in last MtD log? If there is one...
Title: Re: Encourage Groups in PS
Post by: Gaheris on January 20, 2016, 12:58:04 pm
... Or a tank. I remember Talad's response on the Tank role, that it would not suit in the idea of PS...

I wonder, how having well-defined combat role couldn't suit the "idea of PS"... Is this conversation could be found in last MtD log? If there is one...

I haven't been able to find any logs of recent MtD's. It was a MtD in december i think.
Title: Re: Encourage Groups in PS
Post by: Gaheris on January 20, 2016, 01:04:11 pm
Thank you Bonifarzia for your quick reply. And indeed you were also in they other Thread. Good to see, the people of those days are still around.

I fully agree with you, that playing together is the most fun part. And i also share your point about the large group base you need, if group involvement would be necessary. However that's not my wish. I would still like to see that people can play solo. But added to that, also a reason for people to group together. And to encourage grouping, since it's a form a roleplaying, that there would be a bonus. Like in tria drops, experience/pp).
Title: Re: Encourage Groups in PS
Post by: Bonifarzia on January 20, 2016, 03:54:10 pm
A few years ago, I thought that it could be a good idea to make the "training" bit (gain of practice) more effective for players that cooperate as a group. Though, I could not come up with a good example, so I concluded it was not a feasible idea. Quite a while later, I realized that there is a skill that is (or was?) extremely tedious to train, but with a simple team-work recipe, it was much more efficient to advance. I even got a bunch of people to the arena gym for some training sessions, but there was not much interest, even though the (lack of?) mechanics  encouraged it. That's just a point I wanted to add.

Combat roles: When I look back at older statements, I guess Talad's point could have been that he does not want specialized roles in a limiting sense for character development. But of course you can use roles for your group tactics. For example, in the hunt I mentioned before, we had two attackers (there was not really a difference btw. damage dealers and tanks) and a bunch of supporters nearby.

Split PP in groups: I still think that rule is okay. Group mechanics are convenient for characters of roughly the same strength to share loot and PP. If you want to help a newer player with that, you can do better without forming a group, which will only make things more dangerous for the trainee.
Title: Re: Encourage Groups in PS
Post by: Volki on January 20, 2016, 04:22:52 pm
The problem is that playing in groups isn't explicitly encouraged by any mechanics in PS.

Like Bonifarzia said, a velnishi can be tough, but there's not a tangible reward for killing them. Mobs like ulbernauts should require groups. And to offset that, their loot should be much more expensive.
Title: Re: Encourage Groups in PS
Post by: Mariana Xiechai on January 20, 2016, 04:26:38 pm
In many MMOs, grouping is rewarded by shared experience, which causes the grind to be less arduous. In PS they did that with PP for a while, but I think it would be better to somehow incorporate it directly with the stats themselves.

This concept would also be great applied to higher level monsters giving more experience. Currently all experience comes from which spell you are casting. More variation is a thing that really needs looking into.
Title: Re: Encourage Groups in PS
Post by: Rigwyn on January 20, 2016, 04:30:22 pm
Some epic mobs would be nice for this sort of thing. I don't mean a tiny little spider with a million hit points and a stinger that takes down most players in one shot, but bosses and swarms of grunt mobs that literally take a crowd of players to get under control.

In the past, gms have made horrible attempts to do this sort of thing by controlling ulbernauts with invincibility turned on and the ability to one shot any player. I'm sure it seemed like a great idea to the idiot who thought it up. For this reason, computer controlled crowds of mobs and bosses would probably be better.

Title: Re: Encourage Groups in PS
Post by: redhound on January 21, 2016, 03:54:10 am
Combat roles: When I look back at older statements, I guess Talad's point could have been that he does not want specialized roles in a limiting sense for character development. But of course you can use roles for your group tactics. For example, in the hunt I mentioned before, we had two attackers (there was not really a difference btw. damage dealers and tanks) and a bunch of supporters nearby.

Thanks for clearing this up. I think character combat role(s) will show up and then developed one way or another if he/she/kra pass through various combat situations which involve group tactics. Personally, I like tanking characters.

I would still like to see that people can play solo. But added to that, also a reason for people to group together. And to encourage grouping, since it's a form a roleplaying, that there would be a bonus. Like in tria drops, experience/pp).

Totally agree.
Title: Re: Encourage Groups in PS
Post by: redhound on January 21, 2016, 04:14:07 am
In the past, gms have made horrible attempts to do this sort of thing by controlling ulbernauts with invincibility turned on and the ability to one shot any player. I'm sure it seemed like a great idea to the idiot who thought it up. For this reason, computer controlled crowds of mobs and bosses would probably be better.

Indeed... As general base, it would be better to have bosses with high HP and regen rate and somewhat increased (but not unbearable) damage. So more chars will be needed just to produce required DPS value to overcome high HP reqen rate and distribute damage done by the boss. And it is pretty simple to implement, but why this is not here?.. Minions, special attacks, status effect area spells, various anger reasons, weaknesses/hardpoints - feel free to add more sugar later...

(Un)regular invasions is also great thing ("They breached from the Bronze Doors!"). If my char could help clean Iron Temple from some abominations, he would feel himself more blessed by Laanx...
Title: Re: Encourage Groups in PS
Post by: Bonifarzia on January 21, 2016, 05:43:32 am
Most of the things suggested for "boss" mobs are already in place. I guess most players have never faced Xalpalok (sometimes mistaken as CAPSLOCK), as the damn thing is so tough that you need rather high ranks and rare weapons, and the location is somewhat secluded. This NPC has a wide variety of spells (healing, area of effect damage, damage reflection), special attacks (area stun), and a very high base value for health regeneration. Its loot included a somewhat special base item, which could be found in other ways, though. (As far as I remember, maybe some things changed.) Imo, a better reason to hunt a big monster would be a better chance to find items with rare modifiers ("random names").
Tribes AI is another approach meant to encourage PvE parties. Some NPCs do cooperate to defend themselves, and there were even notes about dynamic NPC populations based on some resources. You just don't see much of all of this if you whack down the beasties before they stand a chance to react. So, I think that cool mechanics have been available for a long time, and further game tweaks can make things much more interesting.
Title: Re: Encourage Groups in PS
Post by: Volki on January 21, 2016, 07:18:05 pm
I thought Xalpalok was a joke.
Title: Re: Encourage Groups in PS
Post by: BoevenF on January 21, 2016, 07:24:16 pm
I do remember a velnishi that roasted me like in two seconds... Never ever been there again.
Title: Re: Encourage Groups in PS
Post by: Eonwind 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:
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.
Title: Re: Encourage Groups in PS
Post by: redhound 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...
Title: Re: Encourage Groups in PS
Post by: sgtkwol 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.
Title: Re: Encourage Groups in PS
Post by: Rigwyn 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 )

Title: Re: Encourage Groups in PS
Post by: sgtkwol 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.
Title: Re: Encourage Groups in PS
Post by: Bonifarzia 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.
Title: Re: Encourage Groups in PS
Post by: BoevenF 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.
Title: Re: Encourage Groups in PS
Post by: Bonifarzia 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.
Title: Re: Encourage Groups in PS
Post by: LigH on January 26, 2016, 10:16:27 am
The Brigand once used to be the most reliable source of pies.
Title: Re: Encourage Groups in PS
Post by: Eonwind 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:
Title: Re: Encourage Groups in PS
Post by: BoevenF 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>
Title: Re: Encourage Groups in PS
Post by: Bonifarzia 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.
Title: Re: Encourage Groups in PS
Post by: LigH on January 27, 2016, 03:14:05 am
<off topic on>

Don't waste time, a new comic is overdue! ;)
Title: Re: Encourage Groups in PS
Post by: Gaheris 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?
Title: Re: Encourage Groups in PS
Post by: Gaheris 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!
Title: Re: Encourage Groups in PS
Post by: Sirial on February 02, 2016, 04:14:32 am
The roles' idea is great given a previous agreement to the roles to be taken by the various members of the party.
Aniroho being a Blue Way mage can be both an healer, a ranged damage dealer and also give some support reducing the attacking ability and movements of some monsters, his main problem is the fact that the DoT spells make him vulnerable to counterattacks if he takes the aggro thus making him need for protection or running.
It's my opinion that Brown Way user could be a great supporter boosting the defence of the melee fighters.
If the new combat system will provide it the tank should be able to inflict the "silence" debuff (i.e. incapacitating the casting of spells by the target).
Title: Re: Encourage Groups in PS
Post by: feas on February 15, 2016, 09:43:16 am
Any progress with this or is it dead in the water (under consideration)?

It's one of the reasons I play MMO's. Join a group on a quest to save the village from a terrible beast, rescue a villager from the evil "insert baddie name".

One of the limitations in most is that everyone needs to be within a few levels of each other. Here we could have a higher player take the brunt of the enemies attack (could me a mage, paladin, thief, whatever) while the rest do dd, dots and heal as needed. There could be no limitations in who you play with, a high player would get appropriate xp while a lower player could as well and the loot is split by lottery or choosing to pass on it.

This would allow a maximum amount of characters (main and alt) to play together. Isn't this what these games are about really? Social interaction between players? While it is nice and not common to be able to play solo for the majority if not all of the games content why not having group play built in really confuses me.

Another benefit of group play is that several low new players could join and get loot from higher level mobs than could be done individually again bringing players together in a social situation.
It seems to me the base already exist. What would need to be added is a away to select a player thru the group window or hot key to heal said character or apply a buff which would be visible by the characters name to see when it drops.

I have no idea what is involved code wise so I don't mean to imply it is an easy thing to add but there has been so much made in this game I am positive it can be done. I also truly believe this added feature combined with what is available in the game now sets it apart from all the other MMORPG's out there.


Title: Re: Encourage Groups in PS
Post by: Eonwind on February 15, 2016, 10:03:54 am
Any progress with this or is it dead in the water (under consideration)?
Encourage more group action is something we have always wanted. Lately a prospect joined the team to help developing a particular aspect of the game that will help group activities.

One of the limitations in most is that everyone needs to be within a few levels of each other. Here we could have a higher player take the brunt of the enemies attack (could me a mage, paladin, thief, whatever) while the rest do dd, dots and heal as needed.
characters with various degree of skill ranks should already be able to help each other fight a bigger threat. Of course not everyone will be able to stand Xalpalock's attacks therefore we are going ot introduce a broader range of "bosses" that allow a broader range of characters to cooperate and work together.
Title: Re: Encourage Groups in PS
Post by: feas on February 15, 2016, 12:37:55 pm
Thank you sounds great!