Simple question really. In the game I am making, should I aim certain content specifically at people who play together? Or should playing with multiple people be optional?
For example, should every dungeon be possible to complete solo, or some require a group of 2-5 players?
Bosses, should they be defeatable with a single player, or anywhere between 2-40 players (2-5 is normal boss, 5-10 is powerful boss, 10+ is super boss).
Reason I am asking this is simple, in a BYOND game it is pretty rare to get lots of players, if you need another 4 people to play certain parts of the game that could be a major problem (when there might only be another 1 to 19 players online at a time).
So, should I make this multiplayer game actually REQUIRE multiple players to play, or make it possible to play on your own?
ID:47536
Sep 2 2008, 1:37 pm
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Make some require multiplayer. Silly quests that you don't need stats for just need another person. This will have people ask their friends to join so they can do this quest really quick.. Talk about a player booster :D
*Edit* A tactic used in Runescape!!! |
Set the difficulty equivalent to the number of players. For example, if there's only one person, all the monster's stats would stay the same. If there were, let's say, 20 at a time, they would have all their stats multiplied by 20 (or, more feasibly with large amounts of players, the numbers of enemies would be multiplied by 20). Scratch the stat idea, it sounded better before I wrote it.
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Jeff8500 wrote:
Set the difficulty equivalent to the number of players. For example, if there's only one person, all the monster's stats would stay the same. If there were, let's say, 20 at a time, they would have all their stats multiplied by 20 (or, more feasibly with large amounts of players, the numbers of enemies would be multiplied by 20). Scratch the stat idea, it sounded better before I wrote it. There is one small problem with this. Nothing in the game is instanced. I am trying to squeeze as much out of BYOND as possible. Having a single dungeon with a fixed number of mobs/objs and so on I know exactly where I am with this, but having multiple copies of that dungeon brings the game much closer to these limits, and can be a not good thing. Also, not using instances brings down the CPU usage the game requires. Having one dungeon with 20 mobs in it is a lot less intensive on the computer than having 5 dungeons with between 5 to 40 mobs each. (Obviously AIs not in use are disactivated.) Also... x_x The way stats work, a monster whose stats have been multiplied by 20 is not 20 times stronger, they are more like 200 times stronger. A level 1 monster with it's stats multiplied by 20 is about as strong as a level 60 monster. In short it goes from having 60 Hp and doing 10-15 damage to having 50,000 Hp and doing 400-800 damage. So that idea wouldn't work. |
The Magic Man wrote:
Jeff8500 wrote: Like I said in my post, scratch the stat idea :P. I realized how outlandish that was when I used 20 as an example. |
If you would rather have people play together for dungeons, make it so you recieve something extra for doing them as a team.