[MUD-Dev] Alternative team based approaches to game-play
Damion Schubert
ubiq at austin.rr.com
Sat Jan 29 05:24:08 CET 2005
cruise wrote:
> Johan A wrote:
>> olag at ifi.uio.no wrote:
>> If the game is designed for group play foremost and the players
>> have had time to practise and learn their class then everyone in
>> theory, should be equally skilled. Again, this is only in theory
>> of course ;)
> Reading through these posts, something struck me - has anyone
> tried having seperate pools of XP for solo and team play? Or at
> least an seperate metric for success in teams?
> Dieing while in a team would affect only the teamXP (and maybe
> hurt the other player's teamXP too? Theoretically someone could
> die on purpose to hurt the team, but they'd probably be kicked out
> if they did, and would have such low teamXP if they did it
> regularly it's unlikely anyone would team with them in the first
> place), so not hurt your levelling.
> Anybody spot obvious flaws? Improvements?
You're disincentivizing two things here that you don't want to:
grouping and risk. You want your players to take risks, and do
thinks cavalierly from time to time. If someone is disincentivized
from taking chances with a group, what you're incentivizing is
players to solo and/or for players to only farm perfectly safe
groups and areas with a group. This will, of course, only
accentuate the sense that your game is a grind.
I'd encourage you to, instead, think of a bonus instead of a
penalty. If the entire party gets through the dungeon and kills the
boss monster, they get the normal reward. But if the entire party
gets through and kills the boss monster without anyone getting
killed, they'll get a super unique foozle +10. This way, you're
encouraged to group casually with strangers most of the time, but
encouraged to group with trusted compatriots when you want to go for
the brass ring.
--d
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