Hi,
I wanted to discuss AoC's incentivization for partying up in open world play. As well as get a feel for other peoples perspectives on how they think the game should reward/encourage group play without necessarily punishing solo play. With that in mind I want to clarify what I mean I think the game does already have a good number of encounters/events which make it beneficial/rewarding for you to already have people with you. eg. Caravans if you happen to have a caravan spawn by you and some friends you may make the decision to have some fun playing bandit today. However this assumes you and your friends are already hanging out together in a region and not all off doing your own thing.
I think it's fair to say that in general most mmo's tend to have you and your friends run along side each other for a few days/weeks while you rush through the new content/quests then you eventually spread out and it becomes more of an open world semi-solo adventure with grouping up only occuring for raids, dungeons or specific events.
I personally think AoC should work in systems where staying together open world is fun and
rewarding once you've run through the usual gambit of quests. Some general ideas
- Base xp buff something like 2% for <8 to 5% for full 8 man party
- Increased drop probabilities or chance of multidrop from mobs as well as when gathering. for example I think having a full 8 man party out gathering in the woods together having a base gather speed / efficiency /reward buff should all be considered like every 5th tree gives double logs or something
- alternately the chance for a multidrop could increase with the number of people spec'ed into a given profession so when you run into people gathering in the woods you want to party up because the rewards get better for everyone. eg:
- 1 - 0%
- 2 - 1%
- 3 - 2.5%
- 4 - 4.5%
- 5 - 7%
- 6 - 10%
- 7 - 13.5%
- 8 - 17.5%
- Power leveling [mentor] buff, if you are in a party with someone who has a class overlap with you then perhaps the lower level player gets a 20% xp buff and the higher level gets a 5% as a pseudo Mentor/Trainee relationship.
- this would encourage rp mentorship you could offer to help power level new players for a modest fee, or for incentives tied to joining your guild as well as facilitate knowledge transfer from experienced players to new ones when out in the open world.
- Perhaps when a party of players farms a given mob there's a chance for a rare spawn that is scaled stronger with better rewards. eg. A "Dire Wolf Alpha" wont spawn unless a 8-man party kills 25 grey wolves, they don't all need to huge rewards either just proportional to the challenge/investment just something that breaks up the monotony to make killing mobs to level more exciting/fun and engaging then it would be solo.
- Perhaps parties have a base increased effect to node development that way working together as a community is literally greater than the sum of it's parts.
- other suggestions?
There will be content that pulls people apart due to differing interests and I do believe that is a good thing, however I think there should be incentives and rewards to actively push people back together. That way when a caravan does spawn in the vicinity, or some event gets triggered the likelihood of you already having people on hand to participate is higher, rather than wanting to participate but all your friends are a 20+ min run away.