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Social-Group Play

LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
edited July 2022 in General Discussion
Any ideas on how to support socializing in the game and supporting group play? A lot of innovations to support online gameplay usually cost the socializing aspect of mmos (ie group/raid finders, sharding technology, etc.)

I was wondering if there are ideas to support socializing in an mmo space people would like to share?

A few ideas I've heard or thought of are as follows;
* A board or other mechanism that works as a group finder functional only while you are in a tavern (play a mini game or hit a room for rested xp while you wait for that tank or healer.)

* An activity at a tavern that is triggered when a full group is formed that provides a minor buff (xp, loot drop chance, etc.) When the group is formed you answer a question about a randomly selected party member. This data would need to be thought of how it is gathered (probably at character creation or in their bio, etc.)

*Mechanical Synergies. Buffs/debuffs between archetypes and combos of abilities or cc for example. This promotes conversations between players and not just joining a group and start clicking. Good example would be interplay between elemental and other damage types. This would vary based on archetypes so would definitely prompt conversations too.

Have any thoughts, feedback, or ideas on this concept? Share it here!!
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Comments

  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    Leu:

    1) Long as those boards are localized.

    2) Flesh this out.

    3) I think this is already going to be a thing to some varying degree.

    —-

    Just a proper need for every type of player in the game.

    Advanced Group, Family, and Guild tools that are attached to the app they plan to make.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    No need for anything. Challenging mobs and owpvp will make people group.
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    Solvryn wrote: »
    Leu:

    1) Long as those boards are localized.

    2) Flesh this out.

    3) I think this is already going to be a thing to some varying degree.

    —-

    Just a proper need for every type of player in the game.

    Advanced Group, Family, and Guild tools that are attached to the app they plan to make.

    Solvryn,

    1. That's the idea, you'd have to be physically in the tavern at posting, to keep it active, and to pick someone up. It would be based in that immediate tavern not a global thing. No transporting people. Just a way to make taverns a lively center of adventure, leverage a trope/nostalgia, AND provide a feature that eases socialization/mini-games/etc.

    2. I would imagine when someone creates a character that there are data points or background pieces they put that gets populated into their character bio. When you group and is full (5 people now I think?) if in a tavern prompts a mini quest or pop up that asks other players to answer a question about one player. This is pulled from those data points. When they do it successfully they receive a small buff (Intrepid can balance.) It would be great as a part of character creation to have menus that create a backstory (open on this but my mind goes to an Ultima virtue questions but more around your person's values and prior experience.)

    3. I hope so. I had heard some things to the contrary (debuffs specifically.) I still have hopes for buffs though!


    I'm still hoping others will comment, provide ideas, or feedback. I really want Ashes to be successful as possible and I think one of the biggest challenges in mmo development is balancing innovation and convenience for players vs. encouraging socializing.
    Stag-Axiom-Sig-LEAUK3.png
  • MauxfauxMauxfaux Member, Alpha Two
    edited July 2022
    Just some initial spitballing.

    Social orgs mentioned in the wiki:
    Scholar's academy - Academy expeditions
    - Lore objects located throughout the world, accessibility is linked to node/aoi development, seasons, other criteria.
    - Could tie in interaction between nodes to compete for discovery of lore objects (cooperative? adversarial?)

    Scholar's academy - Academy library
    - Expedition results can be recorded here, for anyone to view. List of PCs/guilds involved in discovery.
    - This might open it up to server-first stuff. Maybe records get wiped and need to be rediscovered after some time, like a discovery cycle. Some motivation to keep being involved in discovery cycles might include access to a special in-game supply shop or crafting recipes while that discovery cycle is active.

    Buildings/tools that incentivize other specific activities:
    Farming
    - Hiring farmand PCs
    - Farming activities are made more efficient by hiring farmhands and having them in proximity of the farm

    Open-world gathering
    - group members can contribute to gathering activities to make it more efficient (ie. faster, haul size/quality)

    Seafaring
    - Some ships will require multiple PCs anyways, but make it official by hiring deckhand PCs
    - Might motivate the captain/owner of a ship to hire deckhands if certain functions of a ship are made more efficient by having hired deckhands

    Bounty Hunting
    - "Most Wanted" boards, by node/region/biome
    - Bounty rewards might be used to incentivize group play
    - Tracking targets more efficient in a group
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    Re the deckhands, and perhaps farmworkers, too....hire players, not NPCs. Would it be nice to be able to hire a new player, they earn some experience and learn how to do things in-game while helping (and being taught by) an experienced player?

    It could be a variation of the standard 'run a dungeon with a newbie' quest. 'Hunt with a newbie' or 'Farm with a newbie' or 'Sail with a newbie etc. etc. quests.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    Most of us will be building communities as we progress and defend our Towns, Cities and Metros.
    Open World housing and Freeholds means we will know where to find our friends. We can visit with them in our homes or in Taverns and plan our excursions.

    Since the world is dynamic, instead of static, we will be motivated to ask about the things that have changed since we were last online.
    We’ll also ask around about what’s changed across the world as Cities rise and fall, and new Mayors and Monarchs gain and lose power.

    In a static game, where everyone does the same quests, dungeons and raids, there’s not much incentive to communicate.
  • MauxfauxMauxfaux Member, Alpha Two
    edited July 2022
    tautau wrote: »
    Re the deckhands, and perhaps farmworkers, too....hire players, not NPCs. Would it be nice to be able to hire a new player, they earn some experience and learn how to do things in-game while helping (and being taught by) an experienced player?

    It could be a variation of the standard 'run a dungeon with a newbie' quest. 'Hunt with a newbie' or 'Farm with a newbie' or 'Sail with a newbie etc. etc. quests.

    Yeah, my intent was for those hirelings to be PCs. Added the clarification.

    I like the "do X activity with a newbie" bit as well. Was wondering if it'd require some sort of "sprout" (ie ff14) tracking
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    I really like the idea that the world social orgs include social actions. For example, a senior scholar may be able to provide quest completion for a lower ranked org member or there are group quests that require different specialists to contribute to a thesis that you turn in.

    That would make it more social if social orgs aren't easily entered/leveled so people choose where to focus.
    Mauxfaux wrote: »
    Just some initial spitballing.

    Social orgs mentioned in the wiki:
    Scholar's academy - Academy expeditions
    - Lore objects located throughout the world, accessibility is linked to node/aoi development, seasons, other criteria.
    - Could tie in interaction between nodes to compete for discovery of lore objects (cooperative? adversarial?)

    Scholar's academy - Academy library
    - Expedition results can be recorded here, for anyone to view. List of PCs/guilds involved in discovery.
    - This might open it up to server-first stuff. Maybe records get wiped and need to be rediscovered after some time, like a discovery cycle. Some motivation to keep being involved in discovery cycles might include access to a special in-game supply shop or crafting recipes while that discovery cycle is active.

    Buildings/tools that incentivize other specific activities:
    Farming
    - Hiring farmand PCs
    - Farming activities are made more efficient by hiring farmhands and having them in proximity of the farm

    Open-world gathering
    - group members can contribute to gathering activities to make it more efficient (ie. faster, haul size/quality)

    Seafaring
    - Some ships will require multiple PCs anyways, but make it official by hiring deckhand PCs
    - Might motivate the captain/owner of a ship to hire deckhands if certain functions of a ship are made more efficient by having hired deckhands

    Bounty Hunting
    - "Most Wanted" boards, by node/region/biome
    - Bounty rewards might be used to incentivize group play
    - Tracking targets more efficient in a group

    Stag-Axiom-Sig-LEAUK3.png
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    Oh I like the idea that in a more developed node that quests around assisting newbies is a thing. Even if it gave a currency you could use to turn into an npc vendor for your reward. That makes a lot of sense and is a GREAT social idea. It also sort of confers a sense of progression/power to the player. I love love love that idea!!
    tautau wrote: »
    Re the deckhands, and perhaps farmworkers, too....hire players, not NPCs. Would it be nice to be able to hire a new player, they earn some experience and learn how to do things in-game while helping (and being taught by) an experienced player?

    It could be a variation of the standard 'run a dungeon with a newbie' quest. 'Hunt with a newbie' or 'Farm with a newbie' or 'Sail with a newbie etc. etc. quests.

    Stag-Axiom-Sig-LEAUK3.png
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    That is a good point that baseline it'll be a bit more social. I'm thinking in context of how to encourage it more than the base design. Just trying to think it through and brainstorm some ideas so we can assist Intrepid in making the best game possible. I hope they like some of the ideas on the thread. <3
    Dygz wrote: »
    Most of us will be building communities as we progress and defend our Towns, Cities and Metros.
    Open World housing and Freeholds means we will know where to find our friends. We can visit with them in our homes or in Taverns and plan our excursions.

    Since the world is dynamic, instead of static, we will be motivated to ask about the things that have changed since we were last online.
    We’ll also ask around about what’s changed across the world as Cities rise and fall, and new Mayors and Monarchs gain and lose power.

    In a static game, where everyone does the same quests, dungeons and raids, there’s not much incentive to communicate.

    Stag-Axiom-Sig-LEAUK3.png
  • SolvrynSolvryn Member, Alpha One, Alpha Two, Early Alpha Two
    Leukael wrote: »
    Solvryn wrote: »
    Leu:

    1) Long as those boards are localized.

    2) Flesh this out.

    3) I think this is already going to be a thing to some varying degree.

    —-

    Just a proper need for every type of player in the game.

    Advanced Group, Family, and Guild tools that are attached to the app they plan to make.

    Solvryn,

    1. That's the idea, you'd have to be physically in the tavern at posting, to keep it active, and to pick someone up. It would be based in that immediate tavern not a global thing. No transporting people. Just a way to make taverns a lively center of adventure, leverage a trope/nostalgia, AND provide a feature that eases socialization/mini-games/etc.

    2. I would imagine when someone creates a character that there are data points or background pieces they put that gets populated into their character bio. When you group and is full (5 people now I think?) if in a tavern prompts a mini quest or pop up that asks other players to answer a question about one player. This is pulled from those data points. When they do it successfully they receive a small buff (Intrepid can balance.) It would be great as a part of character creation to have menus that create a backstory (open on this but my mind goes to an Ultima virtue questions but more around your person's values and prior experience.)

    3. I hope so. I had heard some things to the contrary (debuffs specifically.) I still have hopes for buffs though!


    I'm still hoping others will comment, provide ideas, or feedback. I really want Ashes to be successful as possible and I think one of the biggest challenges in mmo development is balancing innovation and convenience for players vs. encouraging socializing.

    I like all three. ESP 1
  • HOMEHOME Member, Alpha Two, Early Alpha Two
    Some sort of trackable badge or title only given to those with substantial amount of time within taverns/socializing in the game would probably make new and older players more eager to engage that individual, personally I would feel more inclined to talk with someone that has a social badge indicating they are a nice person or well versed on the game.
    5txzw8oj30yl.png
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    edited July 2022
    HOME wrote: »
    Some sort of trackable badge or title only given to those with substantial amount of time within taverns/socializing in the game would probably make new and older players more eager to engage that individual, personally I would feel more inclined to talk with someone that has a social badge indicating they are a nice person or well versed on the game.

    Love the idea of some flair or achievement that lets people know that someone is a social person and to approach them. That is another simple and previously done mechanism that could really support socializing in the game. I think the trick there would be communicating it to others - especially new players early on.
    Stag-Axiom-Sig-LEAUK3.png
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    A pub I frequent has brass nameplates on the bar next to a couple of barstools used by regulars. Might be an option for long time regulars of taverns.
  • LudulluLudullu Member, Alpha Two
    A temp-guild system with easy setup and possibility of take over after some period of time/activities.

    Tavern boards would have a tab with time-based "guilds" that solo players are free to join. The time would indicate when the players in the guild play the most (pretty much player primetime). The players in that temp guild would be able to post invitational announcements on the board itself looking for other solo players who play during the same time.

    And if some player decides to take more initiative and are ready for the responsibility, they can take over that temp guild, rename it and make it a permanent one. This would require some hard quest and probably some fairly high resource investment (which would probably depend on how many people have already signed for the guild).

    Making and leading a guild is a difficult thing and joining a preestablished guild can be daunting to the less social people out there. But having a "super low investment guild" option in the game would allow the people, who still want to play with others but are super limited on time, to easily find people to play with. In time you'd have a somewhat constant party of people to play with each day (or however often you play) and, imo, that's the best social aspect of mmos. At least it was for me back in L2 days.
  • MauxfauxMauxfaux Member, Alpha Two
    NiKr wrote: »
    A temp-guild system with easy setup and possibility of take over after some period of time/activities.

    Tavern boards would have a tab with time-based "guilds" that solo players are free to join. The time would indicate when the players in the guild play the most (pretty much player primetime). The players in that temp guild would be able to post invitational announcements on the board itself looking for other solo players who play during the same time.

    And if some player decides to take more initiative and are ready for the responsibility, they can take over that temp guild, rename it and make it a permanent one. This would require some hard quest and probably some fairly high resource investment (which would probably depend on how many people have already signed for the guild).

    Making and leading a guild is a difficult thing and joining a preestablished guild can be daunting to the less social people out there. But having a "super low investment guild" option in the game would allow the people, who still want to play with others but are super limited on time, to easily find people to play with. In time you'd have a somewhat constant party of people to play with each day (or however often you play) and, imo, that's the best social aspect of mmos. At least it was for me back in L2 days.

    A temp guild system seems like an interesting idea. I suppose people can do this on their own, but having a game sort of hold your hand/guide you through that process might encourage people who would otherwise not jump into it.
  • LudulluLudullu Member, Alpha Two
    edited July 2022
    Mauxfaux wrote: »
    A temp guild system seems like an interesting idea. I suppose people can do this on their own, but having a game sort of hold your hand/guide you through that process might encourage people who would otherwise not jump into it.
    I expect/hope that making and upkeeping a guild is not as easy as just existing. I might be wrong in that expectation. But even if I am wrong, most solo players would be scared to join a player-made guild, especially if in their experience guilds required too much from them in the past. But a temp guild's whole point would just be making the partying up process way easier.

    The game will already be balanced towards party play, so that's gonna push quite a lot of people towards being more sociable, and I think having a "gateway drug" to joining a full-time guild would make the whole process not only better for the less sociable people, but would also make it better for the guilds themselves, because by the time a solo player decides to join a full guild - they might've already spent several weeks playing in a party and are now a much better party player than they would've been as a complete newcomer to the party dynamics.
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    tautau wrote: »
    A pub I frequent has brass nameplates on the bar next to a couple of barstools used by regulars. Might be an option for long time regulars of taverns.

    I LOVE this idea ha ha it is such a great idea!!
    Stag-Axiom-Sig-LEAUK3.png
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    Solvryn wrote: »
    Leukael wrote: »
    Solvryn wrote: »
    Leu:

    1) Long as those boards are localized.

    2) Flesh this out.

    3) I think this is already going to be a thing to some varying degree.

    —-

    Just a proper need for every type of player in the game.

    Advanced Group, Family, and Guild tools that are attached to the app they plan to make.

    Solvryn,

    1. That's the idea, you'd have to be physically in the tavern at posting, to keep it active, and to pick someone up. It would be based in that immediate tavern not a global thing. No transporting people. Just a way to make taverns a lively center of adventure, leverage a trope/nostalgia, AND provide a feature that eases socialization/mini-games/etc.

    2. I would imagine when someone creates a character that there are data points or background pieces they put that gets populated into their character bio. When you group and is full (5 people now I think?) if in a tavern prompts a mini quest or pop up that asks other players to answer a question about one player. This is pulled from those data points. When they do it successfully they receive a small buff (Intrepid can balance.) It would be great as a part of character creation to have menus that create a backstory (open on this but my mind goes to an Ultima virtue questions but more around your person's values and prior experience.)

    3. I hope so. I had heard some things to the contrary (debuffs specifically.) I still have hopes for buffs though!


    I'm still hoping others will comment, provide ideas, or feedback. I really want Ashes to be successful as possible and I think one of the biggest challenges in mmo development is balancing innovation and convenience for players vs. encouraging socializing.

    I like all three. ESP 1

    Thank you so much!
    Stag-Axiom-Sig-LEAUK3.png
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    Otr wrote: »
    Dygz wrote: »
    We’ll also ask around about what’s changed across the world
    This I find the most fascinating.
    When I'll login, I will try finding where the resources have spawned on the map, getting the political news and thinking how to keep my goods secure.

    I agree. I find this concept very interesting.
    Stag-Axiom-Sig-LEAUK3.png
  • LudulluLudullu Member, Alpha Two
    Otr wrote: »
    One way they could integrate easier would be ingame voice chat, if they would join a group which happens to already be chatting. I've seen people searching and configuring their microphones to not be left out from conversation, once they realized that the players are cool and friendly.
    And I prefer to not go into voice unless I've spent days/weeks with some people in chat. So there's definitely a range of sociability. And the game pushing people to join others in order to clear content, on top of my suggested temp-guild for time-limited people, should in theory ease in some people into being more social. And if they aren't - oh well, it's their choice.
  • LudulluLudullu Member, Alpha Two
    Otr wrote: »
    Will mayors see a list with their citizens?
    Will the house show the owner's name?
    I think it's a yes to both of those.
  • tautautautau Member, Alpha One, Alpha Two, Early Alpha Two
    Re voice chat: Some players, generally immature ones trying to pretend to be grown-ups, tend to curse constantly. I find that tedious and would rather not listen to it, I had my fill of cursing when I wore a uniform.
  • LeukaelLeukael Member, Alpha One, Alpha Two, Early Alpha Two
    Otr wrote: »
    NiKr wrote: »
    Otr wrote: »
    One way they could integrate easier would be ingame voice chat, if they would join a group which happens to already be chatting. I've seen people searching and configuring their microphones to not be left out from conversation, once they realized that the players are cool and friendly.
    And I prefer to not go into voice unless I've spent days/weeks with some people in chat. So there's definitely a range of sociability. And the game pushing people to join others in order to clear content, on top of my suggested temp-guild for time-limited people, should in theory ease in some people into being more social. And if they aren't - oh well, it's their choice.
    Voice chat i think is needed when coordinating battles, especially larger ones.
    But those chats, for security reasons, have no public discord channels.

    I've seen PvE guilds advertising "no microphone needed, chat is ok"
    Competition to get members is high :smile:
    I am curious if such guilds will thrieve in AoC.

    But I find interesting the approach AoC takes, to give more buffs to 40 people guilds compared to the 300 sized ones.

    Interesting idea. I haven't heard their plans on this but there is such a robust list of choices I would be surprised if they developed this. I, however, could be very wrong. <3
    Stag-Axiom-Sig-LEAUK3.png
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