ergotth
AQW Lore-titician
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A though ocurred to me, if someday would be possible to give Dragonfable a "Party adventure" style of gameplay. Basicaly, we had in the past some few bossfights that allowed us to put a player's ID number and he is added to our party as a guest. So far, so good, early in the game, we didn't have that many strong classes and such, so it was all fair and square (plus at that time, monster's HP scaled with guests, not damage) But now with guests at the tip of our hands with the book of lore and the game becoming much more refined in terms of challenges and boss mechanics (with some devs being a little trigger-happy on the "big damage" option for every new boss xD) how big of an undertaking would be to throw out the "invite guests" as a general option and work around it? Now, before the comments, read the rest, I'm not just suggesting throwing out the option to invite every schmuck with Doomknight to steamroll the game, I also bring all the balancing and limitations I'm thinking of, such as: Limit the level difference between guest and host. Such as "Guest not allowed to be 10 levels above the host", "guest with Doomknight have a damage penalty" or straight out "Doomknight banned from guest list". Special quests not allowing guests Guess thats the most obvious one, impose limits on which quests allow guests. The Inn at the edge blahblahblah is already on it. Just slam the "no guests allowed" on certain quests. Create a "Guests directory" Currently, when you save your equipment, that dwells inside the game's own server, which affects how your character appears in the PVP arena and existing guest invites, which means everytime you change your set, it changes your NPC version too. What if we... change that? Create a sort of board where you register yourself as the "hero for hire" and save your set in it so no matter which equipment you save on yourself, whenever invited as a guest, it sticks with the one saved in the directory. And that brings back to the "banned equipment" section of the thread and you guys know the rest. Plus that can also help new players finding partners for the game. Since the only way is to remember one's ID and write it somewhere, we could also have an easy way to find player's IDs. WHAT DO WE GET WITH IT? This would essentialy allow the devs to stretch their imagination with monsters and classes. Giving them more options of challenging bosses and mechanic-based classes like making a pure Healer or pure Tank to be used more as a supporting guest than a soloist. Currently a Tank or Healer is pretty much inviable if not built to also take battles on its own, but with a party system in mind, one could create a class able to JUST Heal and JUST Tank. But it would be wise to limit their impact so they don't become mandatory, just a little bit of impact. Or perhaps with guests, the host deals less damage. You sacrifice your solo impact but having guests to help you out. This could actualy work as a trade-off. You want multiple sources of damage or someone to heal you up? Fine, but you won't hit that hard as well! (also, taking an idea straight out of another game, "heal resist", where everytime you're healed, you build some small resistance to healing over time, to avoid teams with good healers to drag out a fight indefinitely and give value to supports with other form of sustain) HOWEVER this is a wild idea, a MASSIVE undertaking that could require the biggest overhaul in Dragonfable history, and I'm not sure such small team is up to the task. But one can dream...
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