Henchmen, discuss

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

I was thinking about this while I was trying my Ranger build I use when I want to solo an area.
Yes, we have all used henchmen, and most of us at this point, heroes. Most of us like heroes, seeing as they allow us to set the skillbars we would like.

Ok, premise set.
What I'm curious about is, is the whole concept of monster difficulty necessitating the use of henchmen a good one?

For example, in Diablo II, you could solo areas, and the more party members you added, the more powerful the monsters became to compensate for your party's increased numbers.

I understand that Guild Wars was marketed as a 'CORPG', or whatever it is, and that the cooperative play was a fundamental element. But as of now, most players do not PUG, and Hero/Hench most areas.

I suppose in the end all I'm asking, with Guild Wars 2 in mind, is if you feel the henchmen dynamic was well-played, or if you would have liked the ability to venture out alone.

Personally, I always enjoyed the game more when I'd solo areas as a ranger. It was more interesting then henchmen. Granted, playing with friends was more interesting still, but I thought that Solo > Henchmen.

Crom The Pale

Crom The Pale

Furnace Stoker

Join Date: Nov 2006

Ageis Ascending

W/

This is a bit of a double edged sword in my mind.

I loved pre-searing simply because I could go out alone and explore the entire area. However for the entire game to be that way it would simply not work, it would be to easy and would not realistically promote any team play at all.

That being said I do wish there were a few high end areas were a single char could venture out and find solo or small mobs to fight/farm.

Isileth

Isileth

Jungle Guide

Join Date: Apr 2006

R/W

I much prefer the team aspect (by that I mean AI not random players) of being able to setup a team build and see how it works make changes etc. Thats unfortunately limited with only 3 heroes however.

Ive never been a huge fan of playing solo, I would much rather be in an AI team just because I prefer the team based gameplay it adds.

Cale Roughstar

Cale Roughstar

Desert Nomad

Join Date: Jan 2007

Canada

Guy In Real Life [GIRL]

W/E

I believe one of the things that makes GW different from other games is the "mob" mentality. The vast majority of foes in GW come in (reasonably) balanced groups, whereas in other games, you fight foes one at a time, rarely worrying about aggroing the entire map.

The point is, to be able to compete with these mobs, we must either be
a) Powerful enough to kill the mob oureslves
or b) Have our own mob that is powerful enough to kill them.

Albeit my MMO experience is limited, I have found that GW's party system to be very enjoyable. I hope that in GW2 that they do not leave the party system, but if they do, I'm sure that they will do it in style.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

The party systems in Knights of the Old Republic, Baldur's Gate, and Neverwinter Nights 2 are ones that I love to death. I have, however, had just as enjoyable experience with Diablo, Morrowind and Oblivion.

So I guess I'm saying that it really depends and that we'll have to wait and see. But ANet knows what their doing, so I'm not real worried.

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

A solo "you get 100% of the loot" system is indeed way better than a "Hero/Henches take 7/8ths of your loot" system.

Although Hero/Henches is at least a major, major step up from being forced to PUG. Being forced to PUG would be a billion times worse than not being able to solo and not being able to Hero/Hench.

tmr819

tmr819

Krytan Explorer

Join Date: Nov 2007

W/Mo

The henchmen are OK, but I'd like to see them eliminated in favor of Heroes.

GW2 will have an "NPC Companion", presumably for use in the persistent areas but, hopefully, for instanced areas will ...
--(1) Reduce the standard party size from 8 to 5 or 6 (eight is too many, imo)
--(2) Offer players an appropriate number of fully customizable Heroes (i.e., the player chooses the Hero's primary profession) for use in instanced areas

In other words, henchmen with fixed skill bars were a great idea several years ago, but would be pretty lame in GW2.

If GW2 offered players, for example, the option of using three "controllable" Heroes and two noncontrollable Heroes (i.e., no flags or skillbars) in its instanced areas, for example, well, I'd be very happy to see something along those lines.

Antheus

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by Navaros
A solo "you get 100% of the loot" system is indeed way better than a "Hero/Henches take 7/8ths of your loot" system.
If you PUG, can you convince all 7 other players to give all their loot to you?

Same thing, just for some faulty reason, people assume that henchies are different, where in reality they are just like players, except they are somewhat better players than humans.

Quote:
If GW2 offered players, for example, the option of using three "controllable" Heroes and two noncontrollable Heroes (i.e., no flags or skillbars) in its instanced areas, for example, well, I'd be very happy to see something along those lines.
You won't need them, you'll just level a bit more, and then solo the level 18 area as a level 58 character. Just like all other level-based games.

Hamanaqua

Hamanaqua

Academy Page

Join Date: Feb 2007

East Coast U.S.

E/Mo

I could quote a lot here and most of it in agreement.

- dump henchmen in place of soloing, heroes or PUGs
- balance spawn based on how you enter an explorable
- allow the use of more than just 3 heroes

Although, I'm no good at it, it's no secret solo builds exist and have been tried and tested. So in a way the going out alone option kind of works (granted prolly not with all profs). Aside from my bullet points, I'm pretty ok with the current set up.

pygar

pygar

Lion's Arch Merchant

Join Date: Dec 2007

KORM

R/Mo

I like Heroes and Henchies for PvE, and I hate PUGs. I have only looked for a PUG a couple times so far, mostly when I was frustrated with my heroes for whatever reason- and all the PUGs did for me was make me realize how good I have it with Heroes and Henchies.

Really, I like playing the game the way I do to the extent of they could totally do away with letting people PUG in PvE for all I care- In my opinion PvP, guild halls and towns are the only places where "multiplayer online" seems cool or necessary to me in GW.

I would easily vote for dropping Henchies in favor of more Heroes.

tmr819

tmr819

Krytan Explorer

Join Date: Nov 2007

W/Mo

Quote:
Originally Posted by Antheus
If you PUG, can you convince all 7 other players to give all their loot to you?

Same thing, just for some faulty reason, people assume that henchies are different, where in reality they are just like players, except they are somewhat better players than humans.
You make a good point. I think each player in a player group of five should have a 20% share in the monetary loot and a 20% chance of getting any special loot drops. A player soloing with four NPCs should also only get 20% of the gold and have a 20% chance of getting any special armor/weapon drops.

If the item in question only had a 20% chance of dropping at all, then each individual group member's individual chance of receiving said item should be reduced accordingly.

Players choosing to solo should not, in other words, have better "odds" than grouping players. Having to "share" with NPC group members is a good system, imo.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

If GW2 can be entirely soloed then I'd imagine there won't be any heroes save for that one companion (sounds like what they had in Diablo 2 so far.) I would hope that everything could be scaled according to party, so there'd be no use for heroes - save for "more fun factor", but ANet could use that for pugging incentive.

tmr819

tmr819

Krytan Explorer

Join Date: Nov 2007

W/Mo

Quote:
Originally Posted by Antheus
You won't need them, you'll just level a bit more, and then solo the level 18 area as a level 58 character. Just like all other level-based games.
That sounds just awful, frankly. You can do this in most MMOs, as you say, but there is no point in it -- except perhaps to farm gear for lower-level alts. Bleh.

The whole point of Heroes/henchmen is to allow players to play instance content at their own level without having to get into some kind of LFG limbo hell. Hopefully, GW2 won't be "like all other level-based games."

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

And frankly, I don't even know of any games that do that anymore...That are, you know, successful.

GrimEye

GrimEye

Frost Gate Guardian

Join Date: Oct 2007

Rt/

The more option you have, the better. In fact, option is the essence of being free.

Henchmen are an option. If you dont want it, dont use it.
Heroes are an option. If you don't want it, dont use it.

The more option we have in the game, the more variety of playstyle we can do,

If you choose not to use these options, its an option too. It is always better to have it and not use it, than need it and dont have it.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Scaling opposition to the player is one of the god-awfullest ideas in RPG'ing. Anyone who wants to see why it is a truly horrible idea, need look no further than Oblivion.

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

I think...the mobs should exist in such a way that a solo player could sneak around the map and avoid fighting, but parties would get found easily?

*shrug*

edit:

Perhaps SOME areas are solo-able, some areas are not?

Henchmen not always in every outpost...in other words.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I would prefer it be more like presearing as I would like to solo more than party it up more and this would include the elite areas as well.I consider the catacombs the UW of pre won't say why but it is.I would prefer to solo more as the cooperative play has lost its effect.It was suppose to teach you how to play with others as training ground for competive play but that failed with heros and hench.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Numa Pompilius
Scaling opposition to the player is one of the god-awfullest ideas in RPG'ing. Anyone who wants to see why it is a truly horrible idea, need look no further than Oblivion.
I'd be with you if Oblivion was a horrible game.

i.e. could you clarify?

Quote:
Originally Posted by lyra_song
I think...the mobs should exist in such a way that a solo player could sneak around the map and avoid fighting, but parties would get found easily?

*shrug*

edit:

Perhaps SOME areas are solo-able, some areas are not?

Henchmen not always in every outpost...in other words.
I'd say that the persistant areas should always be soloable. Instances/dungeons/missions should scale to parties.

Mordakai

Mordakai

Grotto Attendant

Join Date: Aug 2005

Kyhlo

W/

On one hand, some people like to build teams of NPCs...

On the other, what's really the difference between playing solo, or playing solo with a group of NPCs?

Hopefully, they'll make some kind of AI help, but as long as I don't need to join a PUG to play the game, I'll be fine. (not that I won't be joining groups in GW2, I just don't want to be forced to).

Malice Black

Site Legend

Join Date: Oct 2005

I can't play unless I'm playing with real people. Playing with AI is just dull.

tmr819

tmr819

Krytan Explorer

Join Date: Nov 2007

W/Mo

Quote:
Originally Posted by Bryant Again
I'd say that the persistant areas should always be soloable. Instances/dungeons/missions should scale to parties.
This about sums it up for me. WoW-like for the persistent areas; GW1-like (henches/Heroes AND/OR scaling) for instance areas/missions

It doesn't seem to me that it would be that difficult to design five "mirror-image" versions of a given dungeon scaled/designed for 1- to 5-player parties. Said parties could be any combination of players/Heroes. The dungeon you'd get would be determined by your party size. This would satisfy the players who like to play solo with no AI party, the players who like to play with an AI party only, and players who like to play in player groups.

Quote:
Originally Posted by Numa Pompilius
Scaling opposition to the player is one of the god-awfullest ideas in RPG'ing. Anyone who wants to see why it is a truly horrible idea, need look no further than Oblivion.
Numa, I don't understand your aversion to scaling. Then again, I have never played Oblivion. Why does it not work well in that game and how might it be "fixed"?

When I think of scaling I think in these terms: (A) A player enters Magus Stones with a party of 8. Raptor swarm X has 6 raptors in it. (B) A player enters Magus Stones with three Heroes (party of four). Raptor swarm X now has 3 raptors in it, etc. In other words, the numbers of creatures in a mob and/or the level of said mob is decreased corresponding to party size. Likewise for loot, bosses, etc., etc.

Turtle222

Turtle222

Wilds Pathfinder

Join Date: Oct 2007

:D:D

D/W

Quote:
Originally Posted by Snow Bunny
I was thinking about this while I was trying my Ranger build I use when I want to solo an area.
Yes, we have all used henchmen, and most of us at this point, heroes. Most of us like heroes, seeing as they allow us to set the skillbars we would like.

Ok, premise set.
What I'm curious about is, is the whole concept of monster difficulty necessitating the use of henchmen a good one?

For example, in Diablo II, you could solo areas, and the more party members you added, the more powerful the monsters became to compensate for your party's increased numbers.

I understand that Guild Wars was marketed as a 'CORPG', or whatever it is, and that the cooperative play was a fundamental element. But as of now, most players do not PUG, and Hero/Hench most areas.

I suppose in the end all I'm asking, with Guild Wars 2 in mind, is if you feel the henchmen dynamic was well-played, or if you would have liked the ability to venture out alone.

Personally, I always enjoyed the game more when I'd solo areas as a ranger. It was more interesting then henchmen. Granted, playing with friends was more interesting still, but I thought that Solo > Henchmen.
which is why persistent worlds are the way to go

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

Quote:
Originally Posted by Antheus
If you PUG, can you convince all 7 other players to give all their loot to you?

Same thing, just for some faulty reason, people assume that henchies are different, where in reality they are just like players, except they are somewhat better players than humans.
My point was not faulty. My point was that you should not have to PUG in GW2 and you also should not have to use Heroes or Henches either. Rather, a single character should be able to solo everything without ever requiring the use of any PUG players or Hero/Hench AI bots. That is ideal game design.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Solo areas and party areas must be mixed.

In the same way you can 'farm' the Fronis Dungeon, more areas like that one to make alone could be added.

Places where monsters go in lesser member parties and such.

Currently you can go solo in the first areas of all games.
But later in that gets harder.

I think that's the idea. Both things.

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

Its strange, many of you (all?) seem to missing out the fact that GW has a low level cap and uses skills in a particular way.

You all know its possible to solo GW but you need to use niche builds that are (imo) boring...very very boring.

And this is because of the level cap, and also because there is no "ultra" skill (barring Ursan, but that another topic).
In order to be able to take on large quantities of mobs at the same time all the skills on the bar must work together.
This leaves little or no leeway on how you proceed to kill stuff.

The current system means that if we wanted to go out and solo with ANY build (as long as it wasnt stupid you know), i dunno a N/Me Blood degen toon for example, It wouldn't work (it barely works in a group but thats not the point).

For that build to work "Diablo style" our skills would need a HUGE boost in effectiveness when playing solo, like Diablo but in reverse; IE: our skills become stronger the less players there are on the team.


If GW 2 hightens/removes the level cap, and that results in more "power" then like in most stereotypical computer RPGs we will be able to solo, I for one dont think thats a good thing. One thing i love about GW is build synergy, its like colours in MTG or playing 2 headed troll and Emperor formats.

If you give people an "I win" button they will use it and then the game stagnates.

The Rifter in EvE a few patches back was just that and boy was pvp retarded.

UB is currently doing it to gw now.


being able to solo can be a good thing, but its not about the character. its about the environment it evolves it.

In GW its bad.

In a level based game...it all leads to that.

aapo

Wilds Pathfinder

Join Date: Apr 2006

Quote:
Originally Posted by Snow Bunny
I suppose in the end all I'm asking, with Guild Wars 2 in mind, is if you feel the henchmen dynamic was well-played, or if you would have liked the ability to venture out alone.
- There's nothing wrong with the henchman/hero mechanic in my opinion. It works as intended allowing players to finish whatever task they're doing without having to rely on outsider's help. However, I would much rather play game where playing with others is encouraged (much like Diablo II), rather than being compulsory and possibly creating disadvantages when you picked wrong members.

Teutonic Paladin

Wilds Pathfinder

Join Date: Feb 2006

TW

W/

If everything is soloable (scaled mobs and enemy levels) then why would any anyone play warrior? Warrior's can't do anything that eles/sins/monks can't solo. When you allow the entire game to be beaten as a solo player you eliminate the team aspect because the only people who would bother to play in non-guild groups are the classes that can't find groups in any other way. Setting a system where enemies scale to the number of people in your group only works when you have an enormous amount of skills and the ability for classes to play without massive team support.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by tmr819
Numa, I don't understand your aversion to scaling. Then again, I have never player Oblivion. Why does it not work well in that game and how might it be "fixed"?
In Oblivion, everything gets scaled to your level - everything. Random high-way men get boosted in good gear, bandits in cave wear higher end armor, wolves disappear and you start to run into bears...Essentially, people complain about the lack of "epic feeling" you get: "When everyone is as strong and epic as you are, then where's the epic?"

And then you have people complaining about the lack of challenge: "Where's the fun in one-shotting level 2 bandits?" No one will be happy.

Bear in mind that this is what I understand about a lot of people's discontent towards Oblivion, and that I'm not putting Numa in that list. Just something I've seen occasionally.

Quote:
Originally Posted by Teutonic Paladin
If everything is soloable (scaled mobs and enemy levels) then why would any anyone play warrior? Warrior's can't do anything that eles/sins/monks can't solo. When you allow the entire game to be beaten as a solo player you eliminate the team aspect because the only people who would bother to play in non-guild groups are the classes that can't find groups in any other way. Setting a system where enemies scale to the number of people in your group only works when you have an enormous amount of skills and the ability for classes to play without massive team support.
This would be under the assumption that GW2 will be constructed nearly exactly as GW1.

Aera Lure

Aera Lure

Desert Nomad

Join Date: Aug 2005

In Baltar's head

Bring Out Your Dead [BOYD], former officer [LBS]

Mo/

I prefer a game setting where you can go venture on your own (no AI, aside possibly from a single pet if appropriate to the class). At lower levels, that might not be far from town, in safer areas with lower level monsters etc. As you level up, you can venture into more dangerous areas. Alternatively, you could party with other players and have success getting further than you could alone, or earlier than you could alone. Basically simply extend that model as one continues to advance. The highest level areas in the game you can venture into alone even still, but maybe you cant fully beat it unless you are in a group. Exp scales as needed in all cases described etc.

Or to sum up shortly: no more heroes or henchmen.

Lady Raenef

Lady Raenef

Jungle Guide

Join Date: Feb 2007

Oregon, USA.

Zero Mercy [zm]

W/

I like playing with a handful of real players, however, with the fact that most of them 'suck out loud' as some call it, I avoid using them. When I help out a friend, I just throw on some powerful heroes and start the mission rather than find some players which may increase our chances quite significantly to fail.

bj91x

bj91x

Lion's Arch Merchant

Join Date: Dec 2005

Henchies suck. Death to henchies for full heroes ftw!

As far as the party is concerned (which seems to be the point of this topic) I prefer a party rathen than solo.

Simply put, the game feels more like a co-op game with AI's than just one person (or 1 person and 1 NPC from what I'm hearing about GW2). I love co-op games. While co-oping with NPC's isn't the same as with real people, it's still much more fun.

Especially with this game's set up as a build creating game, party build is more fun than single player build.

In fact, the #1 reason I won't get GW2 is from what I hear, it's no longer a party based game if you're playing alone.

Thorondor Port

Krytan Explorer

Join Date: Jul 2006

British Columbia

W/

I hate Henchmen, but less than pick up groups. (faster, no one rages or disconnects, or lags and agros everything, less bitching, no disagreeing, everything is done my way...)
Give me 7 heroes so I can create a 8man build to compliment and work together.

strcpy

strcpy

Desert Nomad

Join Date: Jul 2005

One of Many [ONE]

Quote:
Originally Posted by Bryant Again
I'd be with you if Oblivion was a horrible game.

i.e. could you clarify?
I tend to agree that Oblivion was/is a great game - however it's monster scaling was terrible. By far the easiest way to complete the game was to create a character thats advancement was as totally opposite of how you played and never level up. The other was to "power level" by micro managing how each and every skill was advanced and this "ease" didn't kick in until the higher levels (this assumes you didn't create a 100% chameleon set of robes as soon as possible). If you simply played the game without paying attention to it then you were likely to advance the enemies further than you could handle, though not everyone did that. Of course, that doesn't invalidate enemy scaling - the other elder scrolls series did it quite well.

In GW case I suspect that true solo play is a nightmare to test and code - the different classes are so different it would be near impossible to create a game where all the classes could solo. While other MMO's have taken that route, given the way Anet has pushed all the classes being equal could you imagine the outcry? Easier to give everyone a "base" - and that is the henchman and later heroes available and balance towards said team (since everyone can use said team).

As far as has been said about GW2 then they are going to be solo friendly, no hench, and monsters/loot scaled to you and your companion. How that will work out in reality will be seen. As long as I don't have to sit in a town waiting on others to decide to group with me I'm happy. I generally prefer the group mentality of GW but the solobility of other games is also quite a bit of fun. However, at this point I am somewhat apprehensive that Anet is moving towards WoW without fees (can solo some areas, other impossible instead of just taking some level of skill) - and if I like playing WoW the fees are of little consequence. I will wait and see, the beta's and their feed back will be interesting.

tmakinen

tmakinen

Desert Nomad

Join Date: Nov 2005

www.mybearfriend.net

Servants of Fortuna [SoF]

E/

When playing I see heroes/henches as much an extension of myself into the game world as my actual avatar, only parts that I have coarser control over. I would love to death the ability to hot swap the character that I am directly controlling through keyboard (naturally with the respective POV change - that part is even implemented already since you can leech the POV of another player while dead or watching GWtube).

Herohench is a great resource for rounding out a team of real players when come-as-you-are doesn't result to a self-sufficient mix of professions. In many situations even if you have a full team's worth of real players it's easier to split in two teams and everybody brings a sidekick to balance the composition. Not that it's mandatory, though. I vanquished Maishang Hills in a 8 man alliance group that had 4 rangers but not a single monk or ritualist, was fun.

Speaking of what, the main disadvantage of henches is that (as a rule of thumb, there are exceptions) their skill bars are made of pure fail. Have you ever tried a 'henchman challenge', i.e., vanquishing an area with only those skill bars that the local henchmen have (and no consumables either)? It's possible (did Marga Coast that way) but about as much harder than HM with properly chosen skill bars as HM is harder than NM.

TPike

TPike

Lion's Arch Merchant

Join Date: Jan 2008

Pennsyltucky

The Imperial Gaurds Of Ascalon [TIGA]

E/

Quote:
Originally Posted by GrimEye
The more option you have, the better. In fact, option is the essence of being free.

Henchmen are an option. If you dont want it, dont use it.
Heroes are an option. If you don't want it, dont use it.

The more option we have in the game, the more variety of playstyle we can do,

If you choose not to use these options, its an option too. It is always better to have it and not use it, than need it and dont have it.
^^^^ QFT

Nightfall is the first game I played of this genre.

I did a lot of research on game-play etc and it SEEMED like Nightfall was the one that offered me the most options on game-play etc.

I've only been playing 3 days but I can't see how any other game would measure up.

If anything there may be too many options & not enough direction. Like what do i do with all these Blue weapons?

Just hoard them? Salvaging doesn't seem to be worth it.

arsie

Wilds Pathfinder

Join Date: Jun 2007

N/

I like the game to require a party, whether they be AI or humans.

Lets think about the complexity of GW. You need to pack Interrupts, Damage Reduction, Heals, Hex and Condition Removal, Hex and Condition causers, Stance Breakers, Enchantment Stripers and not to mention Damage.

If it was a game designed so that a single character can deal with 90% of the PvE content at his "level", then quite a lot of those elements would either have to be removed, or that every single profession would need to be able to pack some of each. Yes, you end up with skill bars that have 24-36 slots, and 8 types of potions to spam.

Playing with Henchmen, Heroes and PuGs teach the players that all those elements are needed in a party. The alternative type of game would just require a few roles: Damage Absorption, Heal and Damage Dealing. The rest are just bells and whistles.

I think currently, PvE is most enjoyable with 2-3 humans of your own skill level, and the rest heroes. All henchmen sucks, and I don't think all heroes would be much more fun.

I dislike the playing style of many MMOs, where you kill one monster, you have to stop to regen your skills, heal up, whatever, then you kill the next monster. It is extremely boring. I'd rather deal with groups of monsters, and different groups that offer different challenges.

Longasc

Longasc

Forge Runner

Join Date: May 2005

If we have GW2 in mind, we should not forget that we will have bigger instances with more players in it. Judging from the interviews and stuff we heard so far.

The problem is that this is a more persistant world, which would make scaling mob level and size and whatever to the party or the player actually impossible.
I.e. the very moment we can meet other parties in explorables, the whole system of scaling up or down according to your party does not work anymore.


GW is not really made for playing solo. You can solofarm many areas, but this means usually only specific parts of it, i.e. Smite Crawlers and early parts of the UW.

If we want a GW where we can solo and it is really part of playing the game normally, it would probably no longer be GW. It would rather become a most likely level-based progression game like Dark Age of Camelot or WoW.


This is a disturbing thought. Either GW2 is vastly different to GW1 or we have such effects as forced grouping if there is really only one "companion" instead of heroes and henchmen.

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

Quote:
Originally Posted by Longasc
If we have GW2 in mind, we should not forget that we will have bigger instances with more players in it. Judging from the interviews and stuff we heard so far.

The problem is that this is a more persistant world, which would make scaling mob level and size and whatever to the party or the player actually impossible.
I.e. the very moment we can meet other parties in explorables, the whole system of scaling up or down according to your party does not work anymore.


GW is not really made for playing solo. You can solofarm many areas, but this means usually only specific parts of it, i.e. Smite Crawlers and early parts of the UW.

If we want a GW where we can solo and it is really part of playing the game normally, it would probably no longer be GW. It would rather become a most likely level-based progression game like Dark Age of Camelot or WoW.


This is a disturbing thought. Either GW2 is vastly different to GW1 or we have such effects as forced grouping if there is really only one "companion" instead of heroes and henchmen.
If its persistant i'm thinking that the combat will be dealt with in the same way as in the FF series.

we share the world with other players and we can all interact with each other, take part in certain SCRIPTED events together (ie: Dragon attacks north bridge a 12:00 GMT everyone help fight it off, or stop people from fighting it off), but barring those events once we engage hostilities the party enters a "do not disturb" mode where other players can see us fighting monsters (or maybe they just see a "combat!" icon on our heads whatever way) but they cannot join in. That way scaling is possible.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

Quote:
Originally Posted by tmr819
Numa, I don't understand your aversion to scaling. Then again, I have never player Oblivion. Why does it not work well in that game and how might it be "fixed"?
The problem is this:

On your very first day you exit town and fight a wolf. It is a very hard fight for a new player, but eventually you triumph, and continue in the game.
As a level ten you exit the same town and fight the same wolf. It is a very hard fight for a level ten, but eventually you triumph, and continue in the game.
As a level twenty you exit the same town and fight the same wolf. It is a very hard fight for a level twenty, and you say "this magical sword, these magical goggles - they do nothing!", and uninstall the game.

If you ever in a MMO felt like you were treading water and not actually progressing, wait till you've played a game which scales opposition to you.

Oblivion compounded the problem by actually rewarding anti-gaming (you would progress faster if you avoided levelling up) but that's an oblivion-specific problem caused by levelling being optional, while the lack-of-progress thing is innate to scaled oppositon.

The fix, and my preferred way of handling difficulty, is to do as is done in most MMORPGs: the opposition is distributed geographically, so that the player can move to progressively harder areas as his capabilities increase. The player is encouraged to move to harder areas partly by the story arc, partly by scaling loot to monster level.


Edit: shortened because of wall-of-textness. I doubt anyone is interested in my views on ideal mob placement and ideal combat models or what was used in ancient cRPG's anyway.