ChameleonDevil
New member
Thanks Tank, more Guardian stuff to read!
That is why we want to eliminate things that we felt were burdens on the game such as:
* Group LF Healer/Tank…
* Party wipes when you lose the wrong person.
* Watching the interface instead of the world.
* Playing with people because you have to, not because you want to.
* Being stuck in the same combat patterns over and over again.
All of them pretty relevant points for me ... grouping up is fine from time to time, but I love playing solo.
i like that, i want to be able to solo when i want and group when i want and not be forced to anything i don't like.
That was always the biggest improvement GW had over any other MMO...it'll be interesting to see how they manage that without instancing though
Separate quests for solo/group or scaling mobs depending on the group size?
They've always been touting the scaling of encounters in the game as one of the major points of the game - even in instanced areas. The programming must be ferociously complicated - the scaling has to be dynamic - for instance, what would happened if they scaled combat for the 10 people in the area (random number) and another 20 entered the combat area to come help out?
Well ... I'm sure they've given it some thought already![]()
I don't want it to be released in November, the new Elder Scrolls: Skyrim is coming out in November and I WILL be playing it.
I'll probably loose another 2 weeks of my life with that game...
Yep, and add to that, 15 more people rushing to your area where the 10+20 new people just came from, however these 15 arent interested in these foes, they are just passing through to rush to something else. According to what they said these guys wont get any rewards [they didnt participate in helping the objectives / killing], but how Arenanet is going to determine how to scale mobs in the sense of some people not participating in battle, that is going to post a big problem in scaling... if they have created a fool-proof method of doing that then wow!
Would it be scaled for 10+20+the new 15 that passing through .. ie 'standing close enough around doing nothing'....
If party attacks monster, then calculate monster's health and damage (players * default).
If solo player attacks monster, then calculate monster's health and damage (dafault)
If party does X damage, calculate average damage. If player's damage is certain_percentage of average, then give_no_loot.
If there healer/prot, then calculate percentage of damage negated/healed, if that percentage is below some_percentage, then give_no_loot. If this person gives buffs, then effect from buffs given to damage or heal/prot meter.
If there is YY players, increase monster density by some_constant * YY. Spawn more monsters.
To avoid sudden spawn in middle of party, spawn monsters out player's view. If there is few players in sector ZZ, don't add monsters. If more players enters sector ZZ, spawn more enemies.
If party A and B hits monster, then calculate damage done. if damage done by one of parties is larger by certain percentage than other's, then one team with most percentage gets all loot, other team get nothing. If both team's percentage equal, give or take, then both parties get loot.
For case with separate players, it will be joined automatically to pseudo party, it will not be visible to players, but it will work like party with damage calculation. If players within radius_constant for duration_time seconds, then join party.
If player in party not active, attacking or buffing not done for certain time, then kick from pseudo party or don't count towards monster buff in real party.
Possibly it will go like that:
If party attacks monster, then calculate monster's health and damage (players * default).
If solo player attacks monster, then calculate monster's health and damage (dafault)
If party does X damage, calculate average damage. If player's damage is certain_percentage of average, then give_no_loot.
If there healer/prot, then calculate percentage of damage negated/healed, if that percentage is below some_percentage, then give_no_loot. If this person gives buffs, then effect from buffs given to damage or heal/prot meter.
If there is YY players, increase monster density by some_constant * YY. Spawn more monsters.
To avoid sudden spawn in middle of party, spawn monsters out player's view. If there is few players in sector ZZ, don't add monsters. If more players enters sector ZZ, spawn more enemies.
If party A and B hits monster, then calculate damage done. if damage done by one of parties is larger by certain percentage than other's, then one team with most percentage gets all loot, other team get nothing. If both team's percentage equal, give or take, then both parties get loot.
They've already said that all participating players will get equal rewards - and participating doesn't necessarily mean hitting whatever is in the area. So if I come along, for example, and start healing and reviving other players that are attacking, then I am actively participating, hence I will get some reward.
I don't think they'll go the party vs party route, because this will work against their philosophy of encouraging individual styles of play -> by going that route they'll be forcing you to join a party and trying to out-dps the other, which encourages competition rather than a spirit of co-operation ... and co-operation is their stated goal.
This avoids the sort of situation I've seen in Aion where a party attacking a hero boss suddenly needs to compete with another higher-dps party who dashes in and steals the kill ... for the second party there is less risk involved since the first party has built up a fair amount of aggro already. And then the first party, which carried most of the risk, ends up, most of the time losing out on the kill and the loot.
Your idea of the pseudo party in background : nice way to explain that, this I agree with; then afterJagtiger said:For case with separate players, it will be joined automatically to pseudo party, it will not be visible to players, but it will work like party with damage calculation. If players within radius_constant for duration_time seconds, then join party.
If player in party not active, attacking or buffing not done for certain time, then kick from pseudo party or don't count towards monster buff in real party.
They've already said that all participating players will get equal rewards - and participating doesn't necessarily mean hitting whatever is in the area. So if I come along, for example, and start healing and reviving other players that are attacking, then I am actively participating, hence I will get some reward.
I don't think they'll go the party vs party route, because this will work against their philosophy of encouraging individual styles of play -> by going that route they'll be forcing you to join a party and trying to out-dps the other, which encourages competition rather than a spirit of co-operation ... and co-operation is their stated goal.
This avoids the sort of situation I've seen in Aion where a party attacking a hero boss suddenly needs to compete with another higher-dps party who dashes in and steals the kill ... for the second party there is less risk involved since the first party has built up a fair amount of aggro already. And then the first party, which carried most of the risk, ends up, most of the time losing out on the kill and the loot.
Time may be reduced to 10-30second increments with some generic name "tick" or so. No need to calculate every second. It just renews every "tick". To eliminate load on monsters array, monsters will be buffed upon player's approach when they get within radar range or so, that only required enemies are buffed.Jagtiger, like shadowfox already said, loot will be party-wide, so party vs party DPS battles will be avoided by all means necessary.
Your idea of the pseudo party in background : nice way to explain that, this I agree with; then after
if [joined_party_time + time_to_set_active = active_player_time]
{
active_players++;
list_players[active_players] = character;
active_players_level_average = calcAverageLevel
[list_players];
buffMonsters[monster_mob_array, active_players, active_players_level_average];
}
I dont know that quick way I thought up would create alot of constant CPU power to calculate every single second.... GL to them for creating 10*******s of arrays haha!
Interesting problem they had to solve, which I think they have long ago.
Time may be reduced to 10-30second increments with some generic name "tick" or so. No need to calculate every second. It just renews every "tick". To eliminate load on monsters array, monsters will be buffed upon player's approach when they get within radar range or so, that only required enemies are buffed.