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4/13/2021 15:32:13   
ergotth
AQW Lore-titician


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...
DF AQW  Post #: 1
4/13/2021 18:38:36   
Laeon val Observis
Member
 

First of all, I appreciate that you understand that what you are proposing is a huge undertaking if it ever was possible (I’m gonna feel a greater sense of awe for the devs on this with Hard Mode being evaluated by Verly during his free times and the grand plan of streamlining the story of Book 1 after Book 3 closes its curtains). I can easily visualize how each of the three points will work in a gameplay and fostering forum community perspective, so I don’t need to highlight further.

Now, for the pressing matter. Has this proposal ever taken into consideration that this might eschew the balance of power between DA holders and NDAs? Two of the features that you used as a base, the BoL guest roster and the “Invite Player by ID” function, are both locked behind DA access only. DF has maintained an adamant stance towards keeping DA features as DA features, and this one might encounter that situation due to it integrating the “Invite Player by ID” function. I just want to make sure that this is thought out through and through since the last time a suggestion involving attempts to improve guest usage, it was messy.

Edit:
After doing a double read on your suggestion, I do see some room for improvement.

The most obvious I see is your proposed directory. While I can agree that it will help the player maintain a roster of whom they prefer to party with, I cannot say the same for the “on my own style” of choosing equipment. I can easily see how that can screw up big time by merely applying the possibility of the rostered player deleting/selling their items.

The final issue I have is your suggested limitations. Apart from the level limiter, the rest is mechanically complex to be safe to implement due to being too class-specific. The easiest method for that would be to apply DA class locks where they are. That is, DmK will NOT be in the NDAs roster, and DA locked skills will remain as such. At least this should answer the DA/NDA accessibility and power balance question I set earlier.



< Message edited by Laeon val Observis -- 4/13/2021 19:44:33 >
DF AQW  Post #: 2
4/14/2021 1:04:05   
ergotth
AQW Lore-titician


Glad for the feedback ^^ Well, about the whole DA matter, since the aforementioned previous bossfights we had with player guests were sporadic and not kept, I believe their rules does not apply to my proposal of party guests and can as well be considered null and void. The proposal for the party system could include some DA elements, such as perhaps free players can invite only one while DA players can invite two.
DF AQW  Post #: 3
4/14/2021 2:58:19   
Dratomos
Helpful!


I don't want to sound overly negative, but no. This really doesn't sound like a good idea.

Party adventure style of gameplay doesn't fit with DF due to the amount of classes and possible combinations it can create. Too much work. Not to mention trinkets, equipments, etc... DF isn't created like say Dragon Age, where you can have companions in the game who have their own classes. That game is build around having synergy and the player having access to up to 4 different characters. DF isn't build around that and the overhaul is so much bigger than I think you understand. And it really wouldn't give us anything new. It would just make everything so much easier.

And create so much work for Verly, as it's not just creating a boss against all of the classes, but all of the combinations.

We already have guests and they make the fights too easy, which is why they were banned from Inn. Situation isn't fixed by giving us OP guests.

And this would be obviously DA-locked and it would create even bigger problems.

We already have a place where one could fight challenging bosses. The Inn? So now the devs would have to create new bosses or new versions just of those bosses against 3 player characters? For what?

But hey, if you don't like Inn but want to face challening bosses, the newest release has one, the Tizhurek that drops an awesome reward. I managed to beat it with my main and level 70 alt that uses DragonWarrior. Check it out!
DF AQW  Post #: 4
4/14/2021 5:28:27   
Korriban Gaming
Banned


I like the idea as being able to invite other players into my party was definitely one of the more memorable parts of older DF. I used to play Mummyragon alot just for this. However this will cause so much balancing problems on top of the work that goes into it that it just doesn't seem worth it at all. To make this feature a more common occurence would be to introduce an entire new facet to DF itself, something that I don't think the current staff is able to handle just yet
AQ DF AQW  Post #: 5
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