Title: Ideas for partying Post by: Snafu on November 29, 2004, 11:21:14 AM I've been lost in another world recently...and have liked quite a few things from it.
One thing we do not see enough of in Nanny, as we know, is partying. Where is the camaraderie? Where is the teamwork. Back in the old times, Beldin, myself, Avis, Iceblink and maybe one or two more, had a concept we called Seconds Out. We were second characters (since at the time..regular mortals and wiz seconds were limited in what they could do in a party) who were able to work well as a team and take on many tasks. We need to have guilds with powers that work well together. The parties could be configured of different types of people who complement each other's skills. Creative thinking could let this party complete things that could not be done solo. The game also needs more challenges that require teamwork in order to happen. Any ideas on how this could be done? Different guilds that could party well together? I believe Khorne, Monks and Simyarins have done this in the past with duos..but some of the abilities that made this happen were removed from being abused :( /Snafu :D Title: Ideas for partying Post by: Kymn on November 30, 2004, 01:58:56 AM I've been lost in that world too, Snafu, and been inspired by the encouraging of partying there. ;)
The idea of 1+1 > 2 for partying is what made it happen there me think, and the slow healing. In nanny it's 1+1=2, you'd get about as much xp solo, as you do partying: the extremely fast pub-healing in nanny promotes soloing with current xp rewards in parties me think. There are not nearly enough encounters such as 'raid a castle'. There are lots of stuff that can be done me think, I'll throw a few things in the air (we'll see what'll be shot down ;) ): 1. Give xp bonus for partying 2. Give more xp for friend-monsters (monsters that team up against you) 3. Lower pub-healing (not too fond of this one hehe) 4. Code more party dependent encounters such as the quest 'raid a castle' Title: Ideas for partying Post by: Snafu on November 30, 2004, 12:44:57 PM Quote from: Kymn I've been lost in that world too, Snafu, and been inspired by the encouraging of partying there. ;) *grin* Quote from: Kymn The idea of 1+1 > 2 for partying is what made it happen there me think, and the slow healing. In nanny it's 1+1=2, you'd get about as much xp solo, as you do partying: the extremely fast pub-healing in nanny promotes soloing with current xp rewards in parties me think. There are not nearly enough encounters such as 'raid a castle'. Aye. Agreed. Quote from: Kymn There are lots of stuff that can be done me think, I'll throw a few things in the air (we'll see what'll be shot down ;) ): 1. Give xp bonus for partying 2. Give more xp for friend-monsters (monsters that team up against you) 3. Lower pub-healing (not too fond of this one hehe) 4. Code more party dependent encounters such as the quest 'raid a castle' 1. I'd love this for players. 2. This would be fun but the room-nature of Nanny makes true aggressive/friend monsters harder to code. If the area of nanny were more open. I believe I once worked on coding for events coming from adjacent rooms. In this case, if 2 monsters were friends and a room apart or more...the monster would go to its friend and assist. 3. I thought of this one too, and yes, it would suck. Or not necessarily lower healing, but more time for the healing effects to take place. This would make monks a more requested feature. 4. This would be a good idea. More areas which reward partying. Currently, in Nanny, there is no limit to the number of players that can be in a party. I do like the new monks addition of resurrection. It makes monks more useful :) We just need to make the rest of the guilds more useful. Of course, a leper will never work in this system as one of their drawbacks is not partying with others (after contagious)...but their strength already gets stronger when multiple lepers are teamed together. /Snafu :D Title: Ideas for partying Post by: ladychris on November 30, 2004, 01:18:39 PM Quote from: Snafu I do like the new monks addition of resurrection. Eh? Whats that? Title: Ideas for partying Post by: Snafu on November 30, 2004, 02:11:59 PM From Monks Private board..which you could see if logged in a monk :)
465 Sat Nov 20 14:58:04 2004 4/246 Brom Subject: New command: resurrect ------------------------------------------------------------------------- There is a command 'resurrect' available now. It gets more powerful the better your alignment, and the better your grade. At it's best, it will be able to restore the lost stats. That will be rare, though, and demands that the corpse is present. ------------------------------------------------------------------------- /Snafu :D Title: Ideas for partying Post by: Carrion on November 30, 2004, 03:21:30 PM From my POV, the way to go is to (encourage) coding NEW stuff that makes partying more advantageous. I definitely don't want existing stuff to get harder for the loners (tougher monsters, worse healing...), simply because I will never party just to get more XP or kill tougher monsters. I may party when I have to in a quest, or just to have fun playing with interesting and nice people (uhm, haven't partied in about 10 years though, I guess).
If there was a general change in Nanny to reward partying, and in the same time 'punishing' loners, I would probably cut down on mortal playing. I just want to make the voice of the remaining loners in Nanny heard :) Title: Ideas for partying Post by: Kymn on December 01, 2004, 02:17:34 AM Quote from: Carrion If there was a general change in Nanny to reward partying, and in the same time 'punishing' loners, I would probably cut down on mortal playing. You mean if partying would be rewarded, it would indirectly punish loners from you point of view? Or do you mean if loners would be punished, it would indirectly reward partying? Anyways I think I hear what you're saying, and I agree, no downcode could make this happen in a good way *takes out his longbow and shoots nr. 3 down* Title: Ideas for partying Post by: Carrion on December 01, 2004, 02:29:05 AM Quote from: Kymn Quote from: Carrion If there was a general change in Nanny to reward partying, and in the same time 'punishing' loners, I would probably cut down on mortal playing. You mean if partying would be rewarded, it would indirectly punish loners from you point of view? Or do you mean if loners would be punished, it would indirectly reward partying? Anyways I think I hear what you're saying, and I agree, no downcode could make this happen in a good way *takes out his longbow and shoots nr. 3 down* Title: Ideas for partying Post by: Snafu on December 01, 2004, 01:02:07 PM Quote from: Carrion And downcodes are for fartknockers! Aye! agreed! Well put! I agree, just because you don't party, doesnt mean it should be harder than it is current...perhaps if monsters difficulties were scaled in relation to your party status...but wait...then players would all go single to get the monster to lowest hp...er...whatever happened to people who just want a challenge! I miss the challenge! Any monster can be killed with enough players. I think the true goal would be to have a game that also takes partying into account. Quests/puzzles that are fun for groups would be a way to go. /Snafu :D Title: Ideas for partying Post by: Kherec on December 25, 2004, 06:27:29 PM I think parties could easily be encouraged by wizards coding things designed to be beaten by parties.
The most simple of things: - Player X doing something at the same time as player Y at different locations. Doing this makes it impossible to be solo, add a couple of these puppies in a row to avoid people fetching someone in the end or in the beginning to overcome this. Or better yet, make it a tripple or quadruple requirement (Leowon's, Mirage's etc are examples where this is applied with good results). - Monster or a group of monsters that has multiple attacks that takes into account how many people are in the room and divides the hits on them. A monster facing a single opponent hits the opponent 10 times each round, but if he faces 5 opponents he hits them 2 each ... or something like it. - People enter an area in different locations, each forced to complete a task on their own to regroup and proceed. This could even be combined with the above, or made hard so two groups have to do something on their own, before meeting up at the finish line. ------------- In short, given some effort you can easily accomodate the game to reward parties. Even the simplest of things, like raising the damage a monster can take by ten without making it hit insanely hard, would promote partying (albeit not very inventive) ... it is still an easy kill for 5 people, yet it's annoying like hell for a single player. Title: parties Post by: Oasis on January 31, 2006, 06:24:09 PM I think parties are so low in numbers these days has to do with the direction the guilds have gone in the recent years....... Every guild has some restriction that makes it easier to play alone.... A great example is the Vikings guild.... Vikings powers are stonger when in a party with other vikings, but the 'favour' restriction makes it almost impossible to team up effectivly..... not to mention there are rarely more than 1 or 2 vikings on these days.
The monks are great for parties of course, and I imagine they will continue to be for some time....... unless of course the monk you want to team up with needs to quest by him/herself to advance.... Knights continue to be strong.... with parties or without. Vamps, Leps, Cult..... usually easier on your own. The biggest problem I see that exists now that never did years ago is the EQ restrictions within the guilds. Why continue to code EQ that 90% of the players can't use or don't benifit from using. In the old days, that was half the fun..... finding new EQ that made you stronger.... Examples: Vikings - Only 'Viking EQ' Druids - Only 'natural EQ' Darks - 'dark' EQ Lepers - 'tainted' EQ (makes sense in this case) Khorne - 'Chaos auto loading' EQ Cult - 'not really needed' Vamps - 'not needed' Monks - 'not needed' Knights - finally a guild that can use 'most' eq Sims - 'very little eq needed' Chefs - is there still a chef's guild? :) Adventurers - Long live the adventurers! no restrictions! Masters - fisk Everytime I look at the list in the shop I see the same eq....and I admit that I am guilty of selling much of that same old stuff. But I think it's time to scale back the restrictions and let players have some fun with the EQ that the Wizzes work so hard to create. Snafu, do you agree? ;) Oasis aka Nightmare |