Here’s another idea obliquely related to encouraging grouping that I’d like some feedback on. What are populate’s thoughts and concerns about allowing a assort to have “NPC placeholders” fill specific roles?
For example you’ve got a half-dozen players grouped up but you can’t be to sight a cleric/healer for love nor money. Instead of continuing to e-mail /broadcast with sorrowful pleas for alt-switching charity what if you were able to add a generic NPC with basic healing capability with an understanding that said NPC would be instantly replaced by the first PC cleric of appropos aim that joined the group (and you would not generally be able to change state such a request) once that player reached your assort in dungeon/hunting grounds/whatever.
I know there are a lot of provisos to making such a concept work… but what are your feelings and concerns about the basic idea?
People often used Heroes to fill in groups in Guild Wars. Though yeah sometimes it was used as a substitute for grouping. That’s not always bad. I did one mission (Ring of Fire. I believe) in the Guild Wars Prophecies campaign six or seven times with pick-up groups and wiped every time (sometimes right in lie of the zone-in) and out of frustration used heroes and henchmen to aviate through it to the next mission (where thankfully I open competent players.)
Heroes could be balanced in a standard MMO by applying mild XP penalties to discourage their use as a substitute for grouping (but mild enough of a penalty so its “better than nothing.”)
NPC place holders…a concept that Guild wars did apply with one of their expansions. All of a sudden it became possible to aviate and run your own celebrate with no arguing complaining steal ninjas… the one thing about GW that I did like.
RP wise it makes be comprehend. Your hero needs back up but finds the populace is lethargic to his vow. So he hires mercenaries. You hire the NPC classes you need the interface on them could be set up much desire pets in various MMO’s.
Now the problem with this is the social aspect would disappear. I dont think thats a good thing in reality. Besides desire I said Guild Wars already does that and if you want to see the system in challenge download the trial.
I would displace my ranger out contract a healer pull out my pet and we would go run the various quests. And GW is one of those places its hard to alter friends when your older desire me because of the remove to compete aspect that attracts a lot of teens who are l337 d00dz.
BTW thanks to those that responded to my last mention made me conclude accept and like I actually said something worth while. I do have a communicate signed up now and once I get some circumscribe Ill shoot ya a cerebrate.
The main problem I see is that the AI really would be to be stepped up. A “bot” would be to be programmed to use their classes abilities nearly as effectively as a players for them to fulfill a players role. I would fear that a developer might be tempted to create by mental act encounters to take into account groups comprised of PC players and NPCs and that they would then go bunco of working for aviate (perhaps being too hard if the soloist preferred no NPC members and PC-only groups (being too easy).
That said. I evaluate it does have some be especially of the AI was really well designed. Some possibilities would be to allow a great broach of customization and scripting of the bots.
change surface allowing a player to change by reversal to directly controlling the bot engrave. For instance the player can create a group comprised of his main (let’s say a Tank) an alt of his own (the Healer) and a hired NPC (added DPS). This assort is entirely run by one player who can switch from one engrave to another their hot-keys inventories buffs/debuff displays etc all swapping as they switch. (This eliminates the need for multi-boxing and if the developer is worried about lost revenue they could alter it so you have to pay extra to undergo multiple alts active at the same time. Microtransactions are here to be after all)
Into that mix above you could add multiple players into the group each able to control their alts and any hired NPCs.
Of course some people might consider that going to far and actually discouraging grouping. Honestly I evaluate maybe we undergo to look beyond traditional groups and more into others directions like public quests in WAR. Perhaps dynamic grouping where anyone near you is implicitly grouped with you. More thought is needed.
First off let me just express that I desire the concept of “hirelings” henchmen and the desire. I evaluate it could add a lot to MMOs especially if implemented with even a taste of the kind of interactions open in Baldur’s Gate. NWN and so on. (It would be change surface more entertaining if such NPCs would act with the NPCs of other players: a love triangle between 3 different player’s henchmen could be um humorous…)
That said. I do fear that it would act to discourage grouping if not carefully implemented. It would be interesting to see if Guild Wars could give any metrics on that concept from their undergo…
The GW Heroes are great. I love them to death. The henchmen… not so much but we have to deal with them. But yes they have contributed to mostly aviate players with H&H AI “groups” rather than real groups. I’m guilty as well.
Much like the difference between aviate and assort play though there is a tremendous dynamic between using the AI especially the Heroes that you get to select their skills and accommodate and it doesn’t take long to be able to guess what their behavior will be under most circumstances. But with real populate the element of affect is always there plus it’s nice to see the other avatars moving on their own instead of following you.
However. I do conclude ArenaNet has noticed the solo+AI turn so in GW2 each player can carry ONE AI to the group. So you might undergo 4 players and 4 AI to a group of 8 but at least it’s taking steps to prevent “aviate grouping.”
Does that constitute “forced grouping” though? Will that decision come approve to strike them in the face? Time ordain express…
@Curious George: Grando Espada has something similar to what you mentioned about switching between multiple characters. Basically when you create your “engrave” at the start you actually create 3 different characters which create a group you control.
The system works well for it’s intended purpose the characters are easy to control and act fairly authorise with one another. However the problem was that the game featured too much automation which resulted in the player being able to “bot” right out of the box.
Personally. I don’t agree with the idea of having NPC substitutes. It really defeats the intend of an MMO.
I think Tabula Rasa hit on a cool concept with their battlegrounds where sure the Bane are all AI but you also undergo ASF AI fighting them. If it works the way RG said it should it looks at how many actual players are there in the fight and adjusts how many AI soldiers are assisting them. That way there’s always a contend going on which gives the perception of a persistent world.
@Mythokia: I’ve been playing Granado Espada a bit lately. An interesting bet… almost a reversal of the expectations commonly set by MMOGs developed in the EQ/WoW mold it feels more like.
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Related article:
http://damianov.wordpress.com/2007/09/16/even-more-on-encouraging-grouping/
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