Author Topic: methods of encouraging team play  (Read 1707 times)

SnowWolf

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« Reply #30 on: February 13, 2004, 09:10:00 pm »
The key to making fun puzzles is creating multiple solutions. Make it possible to use a group or solo it yourself - even if that requires a little more ~creativity~ :D


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SnowWolf

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« Reply #31 on: February 13, 2004, 09:18:38 pm »
Agreed Snowwolf...If they absolutely must put something like that in there, they could at least make a second option. Maybe it could just be a short cut. It shouldn\'t completely block a person out, just delay them. I want to play a loner who would basically only interact economically, and I do not want to be limited on the areas I can explore...as Whemyfield said, games are made to be fun...you have to find a balance between realism and fun...to tell the truth...how many times have you run into a door you couldn\'t open by yourself? ...so ya....anywho...how about no unless you can get in other ways...


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Deddarus

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« Reply #32 on: February 13, 2004, 09:42:15 pm »
never rules out that possibility..

the point i tried to make above tho was that in my experience as a Games Master on a popular MMORPG puzzle/dungeon layout choices can be severley limted when all play-types are considered and there may be areas that would be fun for people playing as a team that couldnt be effectively/unexploitably implemented in an area where solo players have access

as an additional thought here...how about some kind of system that works the other way as well.. ie a door that deliberately discourages team play (might be that when u enter it it plops u down somewhere random inside the dungeon so that any teams entering are scattered)

in my experience the key is balance, you can pretty much do anything you like as long as it doesnt provide an advantage (overall - in the context of the whole game) to any particular playstyle

when you think about it this wouldnt be much different from having races that can swim underwater and those that cant, or races that can flay and those that cant... each provides access to an area that only some players have and the players that lack that access have something else beneficial to balance it

Umpapa

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« Reply #33 on: February 13, 2004, 11:03:00 pm »
True .  I wanted to explain further what I had meant.

I am, all for players whether solo or groups having access to all areas.  
Start side rant (Please excuse this if i have missunderstood the above post.  But I think it is not about the doors anymore, rather than some people saying that anymission should be able to be done solo.)
 Now maybe if I was playing Diablo LOD or Guantlet I could see this, however this is a MMORPG not Single online game.> end side rant.

8)
but yes.. I DO think that all people should be allowed a chance to travel where they want and attempt what they want to try.

Work hard and play harder.
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derwoodly

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« Reply #34 on: February 14, 2004, 05:43:53 am »
I don\'t mind team work stuff.  I am not sure Wemmy knows what the second M in MMORPG stands for.  

Having said that... let me tell you that doors that require two people to opperate seems complicated.  Doors dont work at all now.  I would just like to see One working door.  And dule lock doors would encourage multiple accounts far more than they would teamwork.  I am sure the Wemmys of the world would just get second acount.  All serious power gamers have at least two acounts!

One more thing... finding someone to \"play\" with is not hard at all. Some simple rules to follow.  

1. Type! Please say something every now and then!
2. Need before greed looting.  This means the warrior should get the platemail, not the mage.
3. Use your best language. Acronmys like STFU only lets everyone know that you are mentally 12 years old.
4. Make an atempt at learning the game dynamics.  Bring something to the table, and you will be more popular.

Umpapa

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« Reply #35 on: February 14, 2004, 08:09:38 am »
I agree with most of what you have said.   The only rule that I dont agree on is the NBG.

I have done that in other ..  games.. cough EQ and as a wiz lvl 65 got raped on loot constantly.    In most games there is just not enought loot to even it out with mages and warriror types.  but that is gonna be up the the parties to decide I guess.
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DeshNovar

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« Reply #36 on: February 18, 2004, 07:06:06 am »
Actually finding someone to talk to you is hard. The first time I logged in I tried to start conversations with five different people and they all ignored me.

Also everyone seems to be missing a key feature. A PARTY system. You\'ve all hinted at it but missed it.

Players should be allowed to team up and share experience. It would help low-level characters get stronger (albeit cheaply) by following around a high level character who kills high level monster.

The exp would of course be divided evenly.

Also, the two person locks thing. Not a good idea. It bugs me when I can\'t get through a door. I suggest only adding them in if there\'s a break door option. I prefer to work alone simply because I believe that if I ask for help to complete a quest it means I\'m not strong enough to do it and won\'t be gaining the necessary exp to get stronger that I would have meaning that from every quest after that I would have to ask for help again.

I do however help people.

Dalec

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« Reply #37 on: February 19, 2004, 12:43:00 am »
When I was certain lvl\'s in EQ, I would litrerally spend hours LFG (looking for group) with no luck. I don\'t want to be held back in a dungeon because I run into a door I need a group to open. The best way to encourage teamplay is to make the monsters hard to solo. Or just have experience bonuses to groups. I agree with Whemy on this one, and I am more of a socializer. I just see problems, I mean, who really wants to go out of their way to help someone else through an obstacle in a game? If you say there are plenty of people like that, you have obviously not played a MMORPG before.