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 Post subject: Incentives for more group interaction
PostPosted: Mon Dec 18, 2006 10:49 am 
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A repost from within another topic, but I'd like to hear comment on it separately:

I think that the broader incentive scheme for getting people to form groups in the game needs to be tweaked.

Having dabbled with a warrior class a while back and now playing a priest, I notice that warrior classes absolutely depend on healing classes for the last 5-8 levels to hit GM, whereas priests (as well as necros, sorcerors, and probably warlocks as well) are far better off training alone than going to, for example, to the TOM with a group.

This, along with the points that Lorias made about the area familiarity system creating wacky situations where "I'm saving the Chancel for later" prevents people from interacting as much.

Some half-baked ideas for solutions:

1) Increase the multiplier for combat spells cast while in groups (to bring more of all caster classes into groups for levelling rather than them preferring to level alone)

2) Dramatically increase the xp granted to healing spells cast in groups compared to the xp granted for casting them when alone (to bring more healers into the group mentality as well as push them toward healing rather than casting combat spells when in groups)

3) Piggyback on the mentor system to allow GMs. to slowly (1/3 the rate you get them for mentoring or so?) accumulate attributes for helping groups out (haven't figured out the mechanics of what you would tie this to just yet)

4) Area familiarity doesn't progress on you while you're in a group (or some twist thereon)


I know these solutions are likely to end up maintaining the divide between ease of levelling between caster classes and warrior classes at high levels, but I think that's an acceptable exchange for getting people to form groups more often and helping warriors to level. Getting the last couple as a warrior class right now REALLY sucks.

Discuss?


Cheers,
Jhorleb


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PostPosted: Mon Dec 18, 2006 10:57 am 
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I'm an advocate of grinding out those last few warrior levels with elite RP and getting rewarded for it.

8)


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PostPosted: Mon Dec 18, 2006 10:58 am 
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Salak wrote:
I'm an advocate of grinding out those last few warrior levels with elite RP and getting rewarded for it.

8)



That is one good way, but, the imms should input that you gain a little bit of experence each time you have some steller rp, not just when you get noticed.. so then you can accutaly get rewarded for rping... even out the pk - rp ratio..


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PostPosted: Mon Dec 18, 2006 11:20 am 
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Internet sarcasm is always lost on someone. . .


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PostPosted: Mon Dec 18, 2006 5:43 pm 
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You were being Sarcastic? :o

In all seriousness, grouping togehter should have better buffs.

and GM should only be attainable by enlights, and there should be a way to give more of them out.


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PostPosted: Mon Dec 18, 2006 7:15 pm 
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Apparently, if you RP in the woods, and no one's around to hear it, you should get enlightened anyway.

Peace,
Bux


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PostPosted: Mon Dec 18, 2006 8:24 pm 
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I too really wish there were more to group training. She makes valid points about the warrior class, their dependence on priests, and mage independence.

I -don't- think GM should be attainable via enlights because the enlights that do occur happen purely out of favoritism in my opinion. Though you do have the random actual good rp somewhere in there sometimes.


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PostPosted: Mon Dec 18, 2006 11:11 pm 
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As also mentioned in the other thread, the way spellcasters level almost forces them to be independent. Their optimum strategy is to convert mana to damage quickly, then sleep. Non-spellcasters don't enjoy such a slow pace. It's not surprising warrior-mage groups are rare.

Increasing the spell XP bonus based on grouping might make it more worthwhile for spellcasters to match a warrior's pace. A temporary bonus for warriors who've slept a few ticks in a group might also do the trick.


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PostPosted: Mon Dec 18, 2006 11:53 pm 
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Salak wrote:
I'm an advocate of grinding out those last few warrior levels with elite RP and getting rewarded for it.


You mean twinking the quests?

:P


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 Post subject: Re: Incentives for more group interaction
PostPosted: Mon Dec 18, 2006 11:58 pm 
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jhorleb wrote:
4) Area familiarity doesn't progress on you while you're in a group (or some twist thereon)


My suggestion, being a variation on this theme:

If in a group with other players, you don't receive any experience penalty as a result of your familiarity with the area as long as they're in the same room as you.

And if I could get away with this, I'd also add that as long as you're in the group and not leading, neither should your familiarity with the area advance beyond "familiar"


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