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Creature Scaling Based Party Size? -> Splitting XP From Mobs?

Something that has been bugging me when I have been reading these forums about how to alter the streamlined process that is questing,  a much far larger question came to mind. Will creatures scale to party size?

Now, I know that it has been said that creatures in a node will scale and change as the node levels, but will creatures in the in the wilderness scale based on party size so that questing can still be challenging? This is a problem with many MMOs. The questing experience is either scaled for solo play or a full party, and it does not scale to give the players the full experience of struggling to survive those beginning levels without it being either too difficult when playing solo or too easy when playing with a full party.

Personally, I am of the opinion there should be some kind of scaling based on party size, but let me know what you guys think.

Comments

  • I not entirely sure how this would work with the fact that most of the dungeons and things you "find" wont be instanced based but more so in the actual world. I know things re-spawn after some time but I dont know how it would scale if its apart of the growing node that has its own scale progress. 

    Be interesting to see though!
  • Well the way that it could work theoretically, is that the creatures or players will have a  buff/debuff that players cannot see, that will take effect when locked in combat with people with a certain party size.

    I would just like to note that I am no programmer, so I have no idea if this concept is realistic or if it is even possible.
  • Personally I wouldn't want this. Makes no sense that a wolf is just as though for 8 people that it is for 1. Instead they should design challenging group content that require a full group to clear. The normal mobs you see throughout the world should imo become easier if you form a party. Feels more realistic.
  • Personally I wouldn't want this. Makes no sense that a wolf is just as though for 8 people that it is for 1. Instead they should design challenging group content that require a full group to clear. The normal mobs you see throughout the world should imo become easier if you form a party. Feels more realistic.
    I am in agreement with you
  • ArchivedUserArchivedUser Guest
    edited January 2018
    If scaling for party size were to be done, another option is to have an area of influence (AoI) around the MOB spawn zones. Based on the number of people for each individual party who are in the AoI, AoC then can scale accordingly. To counter exploiting by only sending 1 person in, AoC can check the person's group size and then scale based off the group size and proximity.

    *and by Scaling I mean more mobs spawn. Depending on spawn type and if a lot of individual groups are around then you could technically get into buff the mobs. But always increase in quantity first.
  • Honestly I hope the mobs wont scale to party size, I mean the devs said that the world will be 'dangerous' so making sure you don't get caught by groups would make the game that much more challenging.
  • I think a more important thing to strive to achieve would be a good exp scaling. In past MMOs, "whales" (that won't exist in AoC) or otherwise OP toons, would shun grouping with others as it would yield slightly less exp per kill or way less exp per kill. 

    Adding more people should always make the mob easier to kill than just doing it solo.
  • I think a more important thing to strive to achieve would be a good exp scaling. In past MMOs, "whales" (that won't exist in AoC) or otherwise OP toons, would shun grouping with others as it would yield slightly less exp per kill or way less exp per kill. 

    Adding more people should always make the mob easier to kill than just doing it solo.

    Best way to deal with exp in to divide the exp between party members, with a little bonus for every extra member in your party, afterall doing it solo is harder and slower so therefore you should get more exp, in parties you clear mobs quicker so the exp is divided.
  • It seemed very group like fighting the mobs or at least in the alpha-zero stream but I would not be surprised if they were going out fighting high-level mobs.
  • In the alpha zero test stream, they were in a zone with higher levels, yes. 
  • I'd rather any kind of creature scaling be avoided. There should be monsters you can solo, monsters you struggle with, and monsters requiring groups of varying sizes. 

    Distribute exp based on how many people are in the party. 2 people exp gets halved 3 people a third of the exp etc. Harder enemies award more exp.  Put quest loot from open world monsters on a permanent round robin instead of the common everyone gets an item on every kill style loot. 

    By doing so you have swapped the effort required to quest from difficulty (solo) to time (group). Obviously group play is easier and chances are you won't die but it will take longer for the entire group to finish the quest vs the single player 
  • I agree with the previous posters that they should create the content that would require a group. To be honest I would think it would be taxing for the server  to track hundreds of groups that would be popping up every few hours and adjusting accordingly. Feel like it would be easier for the resources to be thrown at fleshing out the world and other features of the game.

  • Think the farther the deeper you go away from the node the harder it should get. So if you are in a dungeoun five levels down per say then yes will need a party or if you are in little zone were all the hard monsters hang out then yes a party is need but if  it is near or just a non-special zone then should be able to solo.
  • Personally I'm not a fan of creature scaling, I like that in maps there are certain areas where you need a party in order to go. As you level I find out fun to explore the new places in the world that you can now go without getting smashed.
  • I have to agree with Narys on this one. Having challenging areas that are a set lvl and having areas that are lower for grinding when you yourself are a high level are better than scaling. Leaves a challenge.
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