Author Topic: idea about partying non guild teams  (Read 2585 times)

cmhitman

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« Reply #30 on: January 29, 2003, 05:09:52 pm »
yes but thery\'re functions are much the same. In short some people are likely to go get  there guild members rather than go asking around to see if they could get a \"party\" going on (i crack myself up :D ).
« Last Edit: January 29, 2003, 05:13:27 pm by cmhitman »
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Vengeance

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« Reply #31 on: January 31, 2003, 04:27:42 am »
Combat groups and guilds in fact have very little to do with each other.  In fact, it is hard to understand why you think they are related.  Guilds provide a steady supply of friends, but hopefully you have friends in the game in many guilds.  They do provide an organizational focus, and another level on which to compete besides individual accomplishment, though, and that is why we want them. :-)

We want combat groups so people have motivation to meet other players, behave nicely toward them and cooperate.  If you don\'t want a social game, go play a single player game.  Same with soloing, imho.

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cmhitman

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« Reply #32 on: January 31, 2003, 05:46:14 pm »
See,
 I want group combat...I guess I just got of on a tangent. It\'s only that I think the way you implement this \"group combat\" shouldn\'t be all rigid and hard coded into the game. It should be implied not forced. like people should realize that they\'ll need help and go get it minus the symez twins like joining of the skills. I think thats really my only qaulm with the setup other than that i\'m just trying to give some healthly alternatives and opposition.
« Last Edit: January 31, 2003, 05:46:54 pm by cmhitman »
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Kendaro

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« Reply #33 on: January 31, 2003, 06:03:27 pm »
if grouping is not hard coded then no one in the group would get xp other than the one doing the most damage. Thats why group features must be coded. So to make sure everyone that is grouping together gets xp no matter what their role in that group.

cmhitman

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« Reply #34 on: January 31, 2003, 06:41:10 pm »
Edit

thats not all true, there should never be just one doing all the work. The game shouldn\'t allow for it. Its all about survival, the mobs  would swarm him, team work is needed to stay alive.  I\'ve seen the distribution of xp between partying members be done perfectly in games that dont have this symezz twin system. In endless ages even the strongest players would get creamed if they didn\'t have backup. we had to keep the attention of the mob by hitting him so that he\'d change focus on us then the strongest dude would hit the mob just as he was about to kill us low lvl\'s (scratch this, replace with weak plp\'s).  We would take turns so that the mob  didn\'t always kill us and slothiness (+100 vocab points!) wasn\'t an option, unless you want\'d  to die. You see there are ways to solving the problem without adding this symezz twins thing I\'m just asking you look into it and not dismiss (like some vengeful people have) me  as a rogue
« Last Edit: January 31, 2003, 08:18:20 pm by cmhitman »
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kinshadow

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« Reply #35 on: January 31, 2003, 07:13:22 pm »
Everyone in this thread keeps jumping back and forth on the issues.  As mention in many threads, this game does not have a level based system.   It is skill based (like UO) and thus should not have \"XP\".  Skill is determined by what you are doing.  If you heal someone, then your healing goes up, if you stab something, your fencing goes up, etc.  Thus, grouping is really only good for 3 things : Quest Completion (if done as a group then the group gets the reward), communication (group \"say\" features... health bars for your part members), and looting rights to the corpse of  the mobs killed by any member of the group.  Whether there is a formal system or not, then it makes no difference to your hunting stategies and really only effects those who \"want\" to group together.  If you feel like soloing, then I can imagine your progress in the fighting skills will be slow and expensive (heal potions, etc).  If you don\'t care about looting rights and quest completion, then non-formal ad-hoc grouping is always an option.  Just ask for a backup and don\'t /invite them.

As for resolution of looting rights to a mob, IMO it should depend mainly on the amount of damage done.  First strike should only matter if the damage done by contending parties/individuals is the same or fairly close (within a 10% margin).


cmhitman

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« Reply #36 on: January 31, 2003, 08:21:21 pm »
first i\'m asking that this \"informal\" teaming replace the  formal teaming and be just as handy.
second mob kills should be first come, first serv
third:
 kinshadow, this \"going up\" of a skill wouldn\'t be generalized as leveling why?
« Last Edit: January 31, 2003, 08:27:48 pm by cmhitman »
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kinshadow

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« Reply #37 on: January 31, 2003, 08:39:51 pm »
Quote
Originally posted by cmhitman
 kinshadow, this \"going up\" of a skill wouldn\'t be generalized as leveling why?


The difference is that there is no generic XP from a kill, thus there is nothing to be shared by the group (beyond the loot) when killing a mob (questing is different).  The skill of the fighter hitting the mob is raised because of the mob\'s toughness, while the healer is rasied by the strain of keeping up the fighter\'s hit points/curing posons/etc.  Everyone is judged on the performance of the skill.  One of the main reasons you group in EQ is that the XP from a kill is distributed among the party members.  Thus, in a skill system, your \"leveling\" is not dependent on your ability to find a \"formal\" group.  So, if you want informal, then just ask someone to accompany you and don\'t use the system.  You don\'t \"loose\" anything in the process.

Vengeance

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« Reply #38 on: February 01, 2003, 12:40:20 am »
kinshadow is right.  XP awards are skill-specific when you have a no-levels game.  Those awards will still depend on the difficulty of what you did, of course, and will be spread around the team members.

This means the more team members you have, the less experience you will get personally for achieving the same objective.  A group of 6 will gain more from killing a certain mob than a group of 8, in other words.

- Venge