Author Topic: idea about partying non guild teams  (Read 2618 times)

Silverblade

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« Reply #15 on: January 23, 2003, 03:39:48 am »
Quote
all you need to do is make it so that whoever is hiting animal gets ex  



What about supporting party members like healers and buffs?

Kiva

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« Reply #16 on: January 23, 2003, 01:17:06 pm »
Actually, I think hitman is kinda right in this case. Noone should be able to just stand by the sideline, and look at 5 warriors taking out Mr. ToughMob, and get XP from it. If you hit the mob, you get XP. If you just look, you don\'t get XP. Fairly simple. :D But of course, I can\'t tell Venge and the others how to make the game... :P
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Silverblade

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« Reply #17 on: January 23, 2003, 01:57:15 pm »
Yes, but what about people who are a critical part of the group, but dont actually do damage to the mob.

For example, healers that make sure the tanks dont die in combat. If they do not gain experience, then no-one is going to want to be a healer. That would create an imbalance in-game. Same goes for all other supporting roles in a party.

Kiva

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« Reply #18 on: January 23, 2003, 02:59:55 pm »
Hmm... Maybe there should be a feature which allows you to share experience, based on what amount of experience you currently have, so we don\'t get those \"level 100\" who powertrain the \"level 1\" people.. In this case, it could just be so people with 1.000.000 experience gets all the experience if he\'s training with someone with 10 experience. Damn I\'m good :D
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Kendaro

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« Reply #19 on: January 23, 2003, 09:15:08 pm »
when you group up to go hunting, you just dont get people together and go kill things. You have a comand like /invite and the person you have targeted is sent an option box to accept or to decline. If the person accepts his name is put on a group list on every group member\'s window. along with the name is a health bar so everyone can monitor each other so to know who needs what when. It is this that allows someone that has specialized in healing to sit back and just watch health bars and cast heals as needed, and still get experience when the mob is dead.

Also about who owns a mob... well in a perfect world first come forst serve would do but it isnt effective. Say for example someone wants a skin from a creature so to get his tailoring up. So he is hunting an area for a special creature that drops that skin. He is too high in experience to gain anything from the monster but is collecting skins none the less... He just runs back and forth over the zone this monster lives in and smacking all he sees with his ubber bow or spell... A young group is charging one of these mobs and have declaired attack on it but the big guy gets his arrow in first. He was lsat to target the creature but his bow or magic was faster to the target than the young group could run. The young group not knowing the arrow struck the beast continues to attack and and kills the monster. The guy that shot the arrow did nothing more but since he was first to strike he gets the credit for the kill.

This also brings up another point. If someone were to just run around shooting things with their bow, they would be getting undue credit for kills just because they struck first. So it is in my guess that damage done by the whole should be the way kill credit is awarded. 10 young fighters swinging away would surely out damage over time, one high skilled fighter. Though the high skilled individual could do 1000 in a single blow, the 10 individuals would be doing 150 a piece, in a single blow. 150 x 10 = 1500(I think :p) so they would out damage the one and get the credit like they should have.

Silverblade

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« Reply #20 on: January 24, 2003, 09:25:25 am »
How about, when you own a mobile, no one else can join in unless they are a member of your party, or until you die.
However, if you choose to \"run\", other people can then join in and take the experience for the kill.

cmhitman

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« Reply #21 on: January 24, 2003, 05:39:13 pm »
first in a whacked sceme like that your bound to have problems.

I think that its just tough nookie for the band of hunters.

second everybody attacking the creature gets ex.
and the band who got cheated out of there ex can just as easily go attack another mob and continue gaining exp.

I\'m sure that high lvl didn\'t do it on purpose . and if  low lvls start whining  he could probable give them a rare ex potion  ur sum\'n.
« Last Edit: January 27, 2003, 04:45:02 pm by cmhitman »
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cmhitman

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« Reply #22 on: January 24, 2003, 05:40:57 pm »
oh an who needs a healer? everybody could just carry there own health.
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Kendaro

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« Reply #23 on: January 24, 2003, 10:48:03 pm »
Quote
Originally posted by cmhitman
oh an who needs a healer? everybody could just carry there own health.


Hmm simply cause healing potions, to be ballanced would be very pricy and not do half as good as a spell would. Player interaction is the main focuss here. Also not everyone will be herbalists so that would make the price of potions even higher. Sure everyone could just learn a few healing spells but to be good in magic means you dont have the skill to spare in other areas. So either you be good in all things and master of none or you go in one path and look for others that follow a path you didnt. This way you acomidate to each other\'s weekness. So you take several guys/ gals that are proficient fighters, a few that are proficient casters, and some that are proficient healers. Oh and dont forget those that chose a path of support.

In your world you would have everyone very powerfull and fully self relient. Sure in this game you can be very self relient and know all skills but you would grow slower and your experience is stretched thinnly. It will be faster and more productive to only touch on a few skills you like and in a sense create your own type of class, and then find people that suport your play set up. You will grow and master your patch faster this way and then be able to go back and pick up a few more odds and ends skills later.

Since everyone will be suporting everyone else, then experience is shared by all members of the group. Also players will police themselves. If there is a person or group or peersons that is going around and attacking things other groups are attacking(this is called Kill Steeling or simply KSing) the players always have a way of remembering and holding grudges to people of that name. So soon those people have bad reputations and at times they need to find a group, need help with a quest, are looking to buy armor or weapons, are dying and need some assistance, they are left to their own means and are not left to wonder why no one came to their aid. Bad actions are met with bad reactions. Sure two bads dont make a right but from birth we are shown when you do bad things, bad things happen to you.

Now I am not against a group or guild type structure of people that are role playing thugs. People that in groups go out and cause trouble with other players. People that pick on a spacific race or those that follow a certain deity. That go up and in role play like banter, harrass, KS, and flat out torment them because if done right it really isn\'t harmful to the other player. Sure it is a theft of the other person\'s time and experience but all they need do is go to another area. Now if the other group then follows then to the other area then that is player harrassment and should be tolerated.

What I am more talking about is like this. A guild of players that have factored their characters in a thief\'s path. They are cutthroats and thieves that take advantage of others. They move into an area and do their dasterly deeds in that area. as long as it is done in a role play manner and dont specificly pick on a player but treat all equally, then there really isnt much wrong to that.

But I have gone on a tangent and should get back on track here.

Renux

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« Reply #24 on: January 24, 2003, 11:54:09 pm »
well i was thinking that for healers to get experience...they get experience by how much the heal on a person DURING COMBAT....if the attackers get xp by hitting it then the mob is bound to damage them so the healer can get xp....this has to be during combat tho or else the healer will go around town and just heal people for xp...
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cmhitman

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« Reply #25 on: January 27, 2003, 05:07:04 pm »
umm... but what about supporting rouge players?

or players that don\'t want to do all this group stuff?

 seems like we\'ll probable get alot of people who\'ll be out of luck because they\'ll have to do all this grouping crap. Originaling all quests should be made one player but allow for a multiplayer quest mode  that lets lower levels complete there quests faster, but not gain exp or hp faster. and lets say you get a badge of life ur sum\'n for doing this once. The band then would have to beat the quest once more for each group member.

In my ?world? players will have weakness?s and not be self reliant, because lets face it; in the world we live in you need other humans for just about everything and there is no reason to create a world that differs, it would be both unrealistic and not make for a good mmorpg game. All I?m saying is that players should have the choice to be independent atleast partially

I?m not suggesting this idea to support a band of role playing thugs. I just like to play on my own accord some times.
« Last Edit: January 31, 2003, 05:29:09 pm by cmhitman »
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Kendaro

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« Reply #26 on: January 27, 2003, 09:02:30 pm »
Ok let me see if I can make this any clearer. In a group you are invited into a special new format in which you get xp. This format takes all modifies and then adds a bonus. It takes the xp granted for zone bonus(more dangerous zones have higher zone bonus), the xp that would be yielded from what is killed, the skill level of each individual player(meaning each individual is factored to what the kill would have given them if they were solo), and then adds to this the bonus given by how many are in the group. This new number is then devided umong ALL members of the group no matter what they did for the group (devided on the factor of their skill as stated before). Now this does allow for some people to just join a group and then just sit there and do nothing but still gain xp. This is not a problem cause this would be taking xp from the group that they would have if that person was not there at all. So instead of letting that person be a xp sponge, they will cut that person from the group.

Vengeance

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« Reply #27 on: January 28, 2003, 01:53:54 am »
The rogue player soloist idea really doesn\'t appeal much to me at all.  DAoC has, imo, made a mistake about this and made the game too easy for small groups to play.  This has led to a lack of accountability for the players--you can be a jerk and still find small groups or progress on your own.  The small group independence has weakened the ability of majority to enforce good behavior on the jerks.

Contrast this with EQ where your reputation is everything, and you really can\'t have fun if you can\'t find groups.  I want people to care whether they are getting along with people.

Otherwise we will end up with something a lot like this forum in its tone in the game.

- Venge

cmhitman

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« Reply #28 on: January 28, 2003, 05:07:09 pm »
So, in theory, the bigger the group and the more dangerous the zone would yield the most exp? I get you
now.
But this will only cause people to forge huge alliances.
I see where this all plays into the guild wars aspect of the game but what about the open ended part? the part where any player can make a game of selling potions or giving tours of the landscape to new players or crafting swords?
I think the only thing that should happen when you join a party is that all members get a private chat box that lets them communicate with each other privately to coordinate attacks and what not.


« Last Edit: January 28, 2003, 05:16:37 pm by cmhitman »
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Kendaro

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« Reply #29 on: January 29, 2003, 12:15:47 am »
You are mixing groups and guilds again. They are two different things.