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FruitLord wrote:
Yeah, you won't just "run into players" since the game is instanced and only members of your party can be in the same instance. So the situation you describe won't/shouldn't happen.
"Instanced" doesn't necessarily mean
"party members only", and it's hard to see how the devs would get that "fear of other players" atmosphere they're looking for if it did.
In this case, my understanding is that "instanced" means "low maximum number of players before the server makes a new copy of the area for the next set of people."
Example: suppose fifty people, none of them partied, all go into the same area just outside of town; this area has a player cap of, say, nine. 50/9 gets you five "instances" completely full of players plus one with only five (until the next few people show up). This is a bit simplistic, of course - more likely arrivals in an area would be distributed (or redistributed) evenly over a set of instances to leave room for party members and to keep single-person instances to a minimum - but you get the idea.
I have wandered through insanity;
I have walked the spiral out.
Heard its twisted dreamed inanity
In a whisper, in a shout.
In the babbling cacophony
The refrains are all the same:
"[permutations of humanity]
are unworthy of the name!"
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Posted bySkivverus#5720on Jan 28, 2011, 9:24:29 PMAlpha Member
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"
Skivverus wrote:
"
FruitLord wrote:
Yeah, you won't just "run into players" since the game is instanced and only members of your party can be in the same instance. So the situation you describe won't/shouldn't happen.
"Instanced" doesn't necessarily mean
"party members only", and it's hard to see how the devs would get that "fear of other players" atmosphere they're looking for if it did.
In this case, my understanding is that "instanced" means "low maximum number of players before the server makes a new copy of the area for the next set of people."
Example: suppose fifty people, none of them partied, all go into the same area just outside of town; this area has a player cap of, say, nine. 50/9 gets you five "instances" completely full of players plus one with only five (until the next few people show up). This is a bit simplistic, of course - more likely arrivals in an area would be distributed (or redistributed) evenly over a set of instances to leave room for party members and to keep single-person instances to a minimum - but you get the idea.
It may be like this in some of the more cut-throat leagues, otherwise you could avoid the PvP indefinitely, but in the normal league the only other players in your instance will be your party. Like in Guild Wars.
Also, there usually aren't monster re-spawns in ARPGs so if you went into an instance that was almost cleared already, you would have to zone back out and in to try and get a fresh instance full of monsters.
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Posted byZephyroth#5462on Jan 29, 2011, 12:32:05 AMAlpha Member
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tormenta wrote:
If kill contribution system is out of question, this one works just great:
"To begin a booster draft you must buy 3 booster packs and you may have to small prize support fee. Cost is around $10-15.00. When the draft is set to begin you will be seated at a table of nine, sometimes more, and get ready to open your first pack. When instructed to do so you open your first pack and select one card that will become part of your deck, You pass the rest of your cards to your left and repeat the same process. Once the first pack is completed you repeat the same process but pass to your right instead. Finally, with the last pack, you pass to your left again."
http://hubpages.com/hub/MagicThe-Gathering-Booster-Draft-Explained
Player can't pick 2nd drop unless all other players have picked their 1st drop. If there are 4 players in a party and monster dropped 3 items, 4th player will have priority on 1st pick on future drops.
This picking system solves the biggest problem with parties, especially random ones - player going greedy and picking most or all drops. It also allows for what I find totally OK - anyone picking anything if it's his turn. I want to be able to pick that uber rare bow even though I'm in party with all other players being Rangers. It's about item's (trade) value!
AND ability to see item stats while it's on ground! Usual "pick an item than open inventory to examine it's stats" way is just boring, and time consuming.
"I am The Banisher, the ill will that snuffs the final candle." - Seal of Doom (MTG)
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Posted bytormenta#0582on Jan 30, 2011, 7:42:49 AMAlpha Member
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"
tormenta wrote:
"
tormenta wrote:
If kill contribution system is out of question, this one works just great:
"To begin a booster draft you must buy 3 booster packs and you may have to small prize support fee. Cost is around $10-15.00. When the draft is set to begin you will be seated at a table of nine, sometimes more, and get ready to open your first pack. When instructed to do so you open your first pack and select one card that will become part of your deck, You pass the rest of your cards to your left and repeat the same process. Once the first pack is completed you repeat the same process but pass to your right instead. Finally, with the last pack, you pass to your left again."
http://hubpages.com/hub/MagicThe-Gathering-Booster-Draft-Explained
Player can't pick 2nd drop unless all other players have picked their 1st drop. If there are 4 players in a party and monster dropped 3 items, 4th player will have priority on 1st pick on future drops.
This picking system solves the biggest problem with parties, especially random ones - player going greedy and picking most or all drops. It also allows for what I find totally OK - anyone picking anything if it's his turn. I want to be able to pick that uber rare bow even though I'm in party with all other players being Rangers. It's about item's (trade) value!
AND ability to see item stats while it's on ground! Usual "pick an item than open inventory to examine it's stats" way is just boring, and time consuming.
But where is the cutthroat feeling in your system? And what happens if player one will not take his item? Will it goes to the second player? And after which time? And when there is a time where is the difference to the system the devs introduced? Only the fact that the item's will not go to a random player?
If i understood your system right, and there will be no timer than there is no difference to a system where everybody gets his/her own loot, which the others cannot see (in your system the only difference is that the others will see the items of the others...)
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Posted byRhesos#7782on Jan 30, 2011, 3:25:51 PM
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AND ability to see item stats while it's on ground! Usual "pick an item than open inventory to examine it's stats" way is just boring, and time consuming.
I would like to see this implemented as well. Maybe hovering over it for a second and it would show or a drop down option.
Yes good sir, I enjoy slaying mythical creatures.
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Posted byZidjian#4245on Jan 31, 2011, 2:07:27 AMAlpha Member
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The only problem I have with the original compromise is that white text items will not be allocated.
White text items will have a far greater role in terms of item acquisition in this game, so I believe that these should also be allocated to players. If you want it to be totally fair, then this is what will allow for that.
Happy Days Abound.
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Posted bySilver#3607on Jan 31, 2011, 7:52:08 AMAlpha Member
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Yeah, just saw the dev post talking about how his higher level characters has many whites because of quality % plus slot arrangement.
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Posted byFruitLord#0833on Jan 31, 2011, 11:58:54 AM
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this isn't quite the right thread , oh well . . .
how the mobs spawn work ?
"Mastering others is strength. Mastering yourself makes you fearless." - Lao Tzu
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Posted byjad#6231on Feb 1, 2011, 2:35:19 AM
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jad wrote:
this isn't quite the right thread , oh well . . .
how the mobs spawn work ?
It might be best to ask your question in the General Discussion forums, where it's more appropriate.
Also, I don't understand your question. The obvious answer is that all enemies will spawn when a game-instance is created. Enemies will probably not respawn. If that's what you mean. This is an ARPG, not an MMO.
Happy Days Abound.
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Posted bySilver#3607on Feb 1, 2011, 3:31:59 AMAlpha Member
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Silver wrote:
"
jad wrote:
this isn't quite the right thread , oh well . . .
how the mobs spawn work ?
It might be best to ask your question in the General Discussion forums, where it's more appropriate.
Also, I don't understand your question. The obvious answer is that all enemies will spawn when a game-instance is created. Enemies will probably not respawn. If that's what you mean. This is an ARPG, not an MMO.
Completely agreed.
He who fights with monsters
might take care lest he thereby
become a monster.
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Posted bypermaximum#7706on Feb 1, 2011, 6:52:01 PMAlpha Member
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