Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Let's Party!
When a group gets a quest to collect items or kill so many monsters, please let it count for the whole party when one of us does the quest objective. I hate when the quest gets slowed down simply because we are in a group.
MMOs should be designed to encourage people to want to play together. If you make each person in the party collect 10 special mushrooms and we are there all day waiting for each person to get the mushrooms, it sends a message that it is better to quest alone.
However, if you let anyone in the party, that does part of an objective, count for everyone in that quest, that makes people want to group because it makes things easier to finish objectives.
I have always believed that games that encourage grouping is the best design. Forced grouping, except for dungeons and epic quests, is usually a bad idea. At the same time, designs that discourage groups are not a good idea either. A nice balance can be achieved with good quest design, IMHO.
Thank you.
MMOs should be designed to encourage people to want to play together. If you make each person in the party collect 10 special mushrooms and we are there all day waiting for each person to get the mushrooms, it sends a message that it is better to quest alone.
However, if you let anyone in the party, that does part of an objective, count for everyone in that quest, that makes people want to group because it makes things easier to finish objectives.
I have always believed that games that encourage grouping is the best design. Forced grouping, except for dungeons and epic quests, is usually a bad idea. At the same time, designs that discourage groups are not a good idea either. A nice balance can be achieved with good quest design, IMHO.
Thank you.
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Comments
If not, I am in. If that would be the end result though, if you want the xp and loot, pick your 10 mushrooms.
Kill X are not AS bad as long as there's a viable reason for me to kill shit and there's a viable reason for the shit I have to kill to be hanging around.
I do hope that quest objectives are shared across all group members who are 'in range' whatever that is.
The dropchance has to be at least 1 in 10, even though the add has clearly a minimum of 6 hoofs on their body!
I suppose if everyone has to go and be there it wouldn't be as bad, I think the 'range' should not be further than line of sight to at least one other member (not necessarily all members).
You are right though, if your group wants to carry a PC about that doesn't do anything but collect xp and loot that would be the groups decision and no one else's concern.
...unless groups were doing this just to advance their alts (you, me, and another and our 3 alts). I guess that's still not a problem, just something I would consider lazy or 'gaming' the system.
8 man group - collect 80 mushrooms
1 man group - collect 10 mushrooms
You can share the burden like Chlamydia Lydia!
One guy walks up to me and I ask him to slay a troll in a nearby cave and gather 10 mushrooms in that cave, because I am an npc and can't do anything for myself.
He can do that quest alone or take his friend along to help. The quest should not become more difficult just because he brings his friend along.
The game should make grouping helpful to finishing a quest. It is a social game.
If you change the quest to make a troll per person and add 10 more mushrooms per person then the quest could take much longer to finish.
As a player, why would I want to get a party together just to make my quest harder to finish?
So if it's 10 gold coins to collect 10 mushrooms, and you go out with a group of 5 players they would each get 2 gold. Same work, same quest, same reward, split evenly among number of participants.
This would also apply to experience points. Grouping makes the quest easier so split the same xp among all participants. They should not get more gold or xp because they took more friends... or they should each have to gather at least 2 mushrooms.
EDIT: read my post again and regret not saying this at the end instead:
"It just works." -Todd Howard
Summoner: "Welcome to my twin demons."
Rogue: "Welcome to my fifty War Children."
There are some rl jobs that cannot be done alone, lifting a sick horse onto a cart, for example.
There are other tasks that can be done alone, but are done much more quickly when you have several helpers, loading that cart with firewood, for example.
There are some jobs that you really don't need any help to get done, leading the donkey pulling the above carts, for example.
Perhaps quests should be the same. There should be some that need a group to complete, some a group will speed up but can be done eventually by one character, and some suited for solo (or perhaps dual) play.