Author Topic: methods of encouraging team play  (Read 1727 times)

Draklar

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« Reply #15 on: February 12, 2004, 08:50:16 pm »
if you really want to roleplay then you won\'t team up and forget about the doors. Isn\'t it simple? Unless you don\'t really roleplay and go solo just for gaining experience and find items, aka power-level
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jonmack

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« Reply #16 on: February 12, 2004, 08:51:10 pm »
Quote
Originally posted by Draklar
so no mages that specialize in all 6 ways? bad idea...


Hmm? Could you specialise in all 6 ways? I mean there must be some kind of limit on ability. Just pondering....

I like the idea of some things requiring teaming up, I have to say.  Whemy, it\'s not like every single quest ever will have to \"force\" you to team up - but then I suppose if there was something of real value in a multiplayer quest then that would be bias.  The only thing that confuses me is why would someone would want to play a massively multiplyer online game not to multiplayer? Surely that is the whole point. Why not just play an offline RPG game, there are plenty about. I just find that strange, then again, every person is different...

I just don\'t think refusing to implement something becasue of an apparent minority is a good thing, or there would be nothing to do - everyone has litle things they hate.

EDIT: damn you guys type fast! :D
« Last Edit: February 12, 2004, 08:52:26 pm by jonmack »
jonmack

Kixie

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« Reply #17 on: February 12, 2004, 08:51:45 pm »
well if there is something behind that door you need for a quest or important item you need for something else, they you have to get behind that door. however breakin rp is just not fun to get that item.

Draklar

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« Reply #18 on: February 12, 2004, 08:57:35 pm »
how many times do I have to repeat?
It isn\'t breaking roleplaying. It is you who do it, by teaming up just to finish quest. No one forces you to finish it, just your overgrown ambition, therefore it is your own fault about ruining roleplay, not game.
Whemy, seriously, quit whining. Those doors aren\'t bad for roleplay, something like that can be found it real life so it\'s quite realistic.

edit: heh... exactly
« Last Edit: February 12, 2004, 09:19:44 pm by Draklar »
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Kixie

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« Reply #19 on: February 12, 2004, 09:10:57 pm »
dude drak, STFU seriously. Im not whining. My point is if i have a character and i need an item, i shouldnt have to break rp just to get a dang item. this is a roleplaying game and there should be alternative ways to get the item or get behind those doors.

Psycon

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« Reply #20 on: February 12, 2004, 09:40:45 pm »
There is another way, you just need to have a home network or something and you play 2 characters at the same time (I don\'t think you can run 2 clients at the same time on one comp).
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Ripostellar

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« Reply #21 on: February 12, 2004, 09:50:06 pm »
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Originally posted by Psycon
(I don\'t think you can run 2 clients at the same time on one comp).
Draklar was able to run what, 7 clients at the same time?

One of the most saddening things truly is multicharactering (at the same time).

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Deddarus

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« Reply #22 on: February 12, 2004, 10:07:24 pm »
whemyfield i understand your points but i did state above that these doors werent intended (in my concept of them at least) to block the way to a quest item... rather as an obstacle in a dungeon/whatever.. i envision the things found behind the door would be much the same as any other dungeon, maybe organised with teamplaying in mind

eg

 behind dual-lock door you will find puzzles that envolve thief-warrior or mage-warrior combinations or combinations of race abilities....

basically it would provide an area where teamplay could be used to its fullest potential whereas those who wish to solo will have alternative areas in which to do so with the same end benefits

Umpapa

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« Reply #23 on: February 12, 2004, 10:25:34 pm »
The example that was given with the doors it fine.   There are many times in RL and in many other video games. That you need to have buddies.. or hirelings along to accomplish a mission.

Take the Real Life U.S.ARMY for instance.   They have many different missions each day.  Some call for Loners and some call for very large teams to do them correctly.

All Drak is saying is that if your \"loner\" character has a choice of what he or she will do that day..  Just RP it and choose the mission that will let you RP correctly.   If there is an item or a goal that you need to get to that requires more people to do it... well just buckle down join a team (grumble alot in RP so people know that you hate to do it.) and get it done.

This was not meant to sound mean or offensive, just striaght to the point.
« Last Edit: February 12, 2004, 10:27:23 pm by Umpapa »
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Olig

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« Reply #24 on: February 12, 2004, 11:12:15 pm »
I agree with Whemy to an extent. I hate most people and do not trust them with solid evidence why. I am a loner and only befriend one or two people, like I usually do. That means I rarely see anyone on my buddy list and most likely cant get behind a barrier built to require more than one person to open, and that would not be good for me. (besides, if there is a massive power item behind the barrier, who is going to keep it?)

On the other hand, this is a MMORPG. If you didnt want to play with other people at all in seclusion, play some of those really good 1 player rpgs (Like Gothic). I think the purpose for MMOG\'s is for teamwork and interaction with others. I\'ll still play as my silent and secluded self, but I will lurk quietly behind an adventuring party if on a quest.
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Deddarus

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« Reply #25 on: February 12, 2004, 11:28:42 pm »
allow me to re-iterate what i have said previously

dual-lock doors should not be used to block a route to an otherwise unobtainable item, nor to make an item harder to acquire by means of soloing

rather their intended use is to section off an area in which the environment is customised to team-play, in such an environment you may find that the loot is arranged so that it is easily divided between the 2 or more parties..whatever.. basically it allows you to customise events on the basis that 2 or more people will be fighting together allowing more variety in combat challenges etc without risk of these customisation being exploited by someone soloing or having to be limted by that eventuality

Kixie

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« Reply #26 on: February 13, 2004, 01:38:59 am »
*sigh* whatever, but i still think they shouldnt exist at all. I like the idea that 1 person can do what any number of people can do.

zabeal

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« Reply #27 on: February 13, 2004, 04:56:53 pm »
Quote
Originally posted by whemyfield
*sigh* whatever, but i still think they shouldnt exist at all. I like the idea that 1 person can do what any number of people can do.

But that\'s the problem- compare a warrior and a mage paring up to a sigle warrior/mage- sure the one guy could do everything the other two can, but he\'s much weaker at each of them. So why does he deserve as much loot as two players who togther could whomp him? If you can get thru a duenguen made for several weak charactors with a strong solo charactor you don\'t need to split the loot afterall.

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Watcher

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« Reply #28 on: February 13, 2004, 05:47:03 pm »
I dont like the doors idea either but I can see a way around it, can you say \"gaint ball of fire.\"

Destroy the door
Nuf said

pnadion

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« Reply #29 on: February 13, 2004, 08:10:45 pm »
I agree with whemmy cause i\'m kind of a loner to.
it IS sometimes difficult to find someone that want\'s to help you. they\'re prob already in a party and are busy with their own party members. you have to hope for someone that notices you and wants to help you. admit that is not really many times that would happen if your somewhere very far, monbsters are difficult,... they just take care for themselves but where I would like to see the double lock door is in guild halls.
can you see yourself stepping to a guild hall climbing the stairs. 2 guards notice you and jump up. they ask you to indetify yourself then they open the door by pushing each their lock at the same time.......
hmmmm, would like it that way.