Poll

Which Grouping System Would You Prefer?

Normal Grouping
Complex Grouping

Author Topic: Grouping  (Read 49271 times)

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Offline kitolani

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Re: Grouping
« Reply #15 on: June 23, 2008, 02:02:33 am »
Also, not having your involvement percentages reset every five ticks would be great.
Perhaps it's just me, but I haven't been able to get ahold of anybody that groups to run it by them.  :-\

Offline Natalya B.

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Re: Grouping
« Reply #16 on: June 24, 2008, 10:42:51 pm »
Hum. Bored + no sleep + camera. Hm.
Why not.

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Offline kitolani

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Re: Grouping
« Reply #17 on: June 24, 2008, 11:43:54 pm »
 ;) Cute.
But really, she's right.

Offline Kvetch

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Re: Grouping
« Reply #18 on: June 25, 2008, 05:06:27 pm »
Hey!!!  Where's your fangs?  I wanna see some fang!

Offline Natalya B.

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Re: Grouping
« Reply #19 on: June 25, 2008, 07:03:03 pm »
I do actually have vampire fangs. I dont know why I didnt think to put them in :/

Offline Prometheus

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Re: Grouping
« Reply #20 on: June 26, 2008, 03:58:50 am »
*runs away from all of the whips flying at him!*

I'm kinda of torn on this as well. I know from experience the even split is power leveling that is how Fiachra got a couple remorts or so when he started.

I kinda like the idea of an mob hitting another member in the group to discourage taking newbie to really high level zones. I don't mean all the time be make it random percentage.

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Offline erwin

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Re: Grouping
« Reply #21 on: June 26, 2008, 07:26:39 am »
Perhaps make this random percentage increase as the (difference between the mob's level and the lowest level in the party) increase, to a cap of say, 20%.

Offline Xeriuth

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Re: Grouping
« Reply #22 on: July 04, 2008, 06:51:48 pm »
Well why not just start the change by making it an even divide. Let some newbies enjoy the experience of powerlevelling like many of us older players have experiienced and i'm sure have enjoyed! Those power levelling groups sure as hell didnt make us hate the mud, like o no! I got some levels for free, doing minimal work, I'm so upset, I think I'm going to leave!  Heh it'll always be the exact opposite, we are a mud that thrives on zone exploration and questing, we arent hack and slash... so bring some excitement and enjoyability back to levelling which group levelling didnt exist back when i was a newbie i may not have stuck around because that was what made the mud fun when i hadnt yet gotten into doing quests and finding that enjoyable. The more levels helped making exploration better in turn made my experience good all around. 
Better yet with this change, it might make getting through tier 4 easier until we get a full list of the trainers, dimension and zone for alll skills and spells.
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Offline Virisin

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Re: Grouping
« Reply #23 on: July 04, 2008, 07:09:26 pm »
Shutup fool.

Also, the problem with powerlevelling is that it gives us high level twinks, rather than just normal newbies. If everyone goes around powerlevelling everyone, none of our new players will have the know-how they would have if they'd got to the level on their own.

Anyway, I'm willing to make that sacrifice for better grouping.

Offline Xeriuth

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Re: Grouping
« Reply #24 on: July 04, 2008, 07:55:53 pm »
Did you tell me to shutup and then agree with me?
But I could also see scaling the hp of mobs all around in all the higher levelling levels zones. To making grouping prefered otherwise kiilling mobs solo would just take longer. Maybe even have the zones like pre-forest and dark planet hit harder if someone is by themselves, but if you go in a group there's a main tank and they take less damage as to the fact they intimidate the mob ;)
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Offline Fizban

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Re: Grouping
« Reply #25 on: July 05, 2008, 10:52:45 am »
So I should have a bunch of level 3 tier 1 players join me when I fight dinosaurs because then the dinosaur'd be intimidated? I'd be more intimidated of the lone human who has the balls to attack a dinosaur myself.
« Last Edit: July 09, 2008, 07:38:06 am by Fizban »

Offline Xeriuth

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Re: Grouping
« Reply #26 on: July 05, 2008, 01:18:09 pm »
yeah, it's more along the lines of you are a dinosaur just standing around doing what you do, then you see a group of 6 people approaching you compared to one person approaching you, you'd be more intimidated by the group as a opposed to the one. The one by themselves either has a deathwish or believes themselves to be more dangerous in a situation as this.
but really, mord did say he was going to add like a toggle to test this group exp divided equally for a month see how it works then switch it back. He did approve of it because it worked back in the day, so why not make it happen?

Also just make those higher xp mobs harder to kill, making it so you can kill them easy in groups for good xp or just take a lot more time to kill it solo and get better xp. Grouping would be more fun as you get to socialize compared to mindlessly killing by yourself. Anyone agree?
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Offline Virisin

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Re: Grouping
« Reply #27 on: July 06, 2008, 04:50:25 am »
I don't agree with you because it's you talking. But it was my idea, I agree with myself.

I just think it's about time grouping was trialed as it was on the old code.

Offline Fizban

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Re: Grouping
« Reply #28 on: July 09, 2008, 07:38:43 am »
Bah *bonks Virisin*. The point is to agree with ideas, not people.

Offline Noinar

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Re: Grouping
« Reply #29 on: September 08, 2008, 11:14:45 am »
I'm new, so I don't really know how anything works, but from my very basic understanding, something like:

(xp gained) * (((lowest playerlevel*(remorts+1))/(highest playerlevel*(remorts+1)))

would give you the sort of sliding scale that was earlier suggested.

This isn't perfect, of course.  I don't know if it reflects the benefit of remorts after GM level because, well, I don't know what the benefits of remorts after GM ARE. :)

We'll see how many times I can edit this post =) Edit count: 6

Another option, after reading Molly's post about grouping, would be
the above formula * ((5 - player's Tier) / ((highest player's Tier - player's Tier) + 1))
This would have the scaling effect from above, but would reward low-tier players for playing in groups, and give lesser rewards for mid-Tier players grouping.
This could potentially make multiclass characters advance significantly faster in groups than specialists, depending on how you counted tiers.  This may or may not be a good thing, depending on which one you are =)

I should mention that all of this is based on a grand total of 7 hours playtime (half AFK), so this will have to be seasoned to taste.
« Last Edit: September 09, 2008, 02:58:06 pm by Noinar »