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Author Topic: Grouping  (Read 613 times)
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Dlorak
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« on: December 29, 2008, 11:22:17 AM »

In its first incarnation, teaming up with one other person will be as much grouping as we can have. More later for sure, but a pair of players is a good start.

A lot of questions come up when we have grouping and the big ones deserve some banter...

Splitting up EXP/gold keeping in mind level differences of the players. Right now I think a relative formula makes sense... you get (yourLevel / (yourLevel + Partner'sLevel)) % of the exp and gold. So equal level players split it 50/50, but a level 500 with a level 100, the 500 get 80% and the 100 gets 20%... That could still be a lot of exp for the level 100 though... I think we're okay with some power-leveling.

Splitting up loot. The group leader could distribute... or we can use the MMO-famed need/greed system where each group member says they 'need' an item, or 'greed' an item. If one player 'needs' the item, then they get it. If both players 'need' it, or both 'greed' it, then they both get a roll from 1 to 100 and it goes to the player with the higher roll.

also, do both players get in eachother's fights no matter where they are on the map? I think players should have to be on the same map and possibly even closer than that to be able to fight together.
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fingolfin
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« Reply #1 on: December 29, 2008, 11:47:38 AM »

I dont have a problem with grouping system as you have explained it. Is this meant more for the lower level players? The higher level players dont need to team up really, we can already beat the bosses/the hardest mobs as it stands. Will there be harder mobs or bosses for us to fight or different challenges that would require us to group?
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Ohric
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« Reply #2 on: December 29, 2008, 02:35:16 PM »

I like this idea but as Fing pointed out... high lvl players don;t really need to group. I can now 2-3 hit every monster at the longest distance from town. not really a need for a team mate eh.

Another issue that will arise is aggro. who will the monsters target? the stronger player or does it get distributed evenly amongst both... similar to the exp assignments?

Also i was thinking that if you were to group then the sprite on the map would change... to say a group sprite... and then the leader of the group would be in control of where on the map they explore.

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Tosh
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« Reply #3 on: December 29, 2008, 11:00:21 PM »


Also i was thinking that if you were to group then the sprite on the map would change... to say a group sprite... and then the leader of the group would be in control of where on the map they explore.


THAT sounds broken.
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Rayn Rose
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« Reply #4 on: January 25, 2009, 07:18:07 PM »

We can kinda do a party system like in other online games, were the party leader decides what happens with items and exp and gold, there could be a lvl thing going on. this would be the higher lvl people in the party get LESS exp/items/gold. Or after each battle a randomly selected player will get all the items, or it can go in an order, lvl,name,or time added.
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JonnyMonroe
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« Reply #5 on: January 27, 2009, 08:54:24 AM »

We can kinda do a party system like in other online games, were the party leader decides what happens with items and exp and gold, there could be a lvl thing going on. this would be the higher lvl people in the party get LESS exp/items/gold. Or after each battle a randomly selected player will get all the items, or it can go in an order, lvl,name,or time added.

If the party leader had to manually distribute EXP and GOLD after every fight then you would end up going so slow that you're better off playing solo.

Dlor, a few technical questions on grouping:

Can you target your team-mate? can you target them mid-combat? can you target them on the map? I'm considering the option of casting beneficial spells on friends (only Heal spells right now). Group combat is as much about interaction between players as it is about interaction between mobs.
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I dont have a problem with grouping system as you have explained it. Is this meant more for the lower level players? The higher level players dont need to team up really, we can already beat the bosses/the hardest mobs as it stands. Will there be harder mobs or bosses for us to fight or different challenges that would require us to group?

I would assume that you could fight groups of mobs, either in a seperate map where that always happens or as a result of being in a group.

For splitting loot I think need/greed works best for now. The respective buttons can easilly be added to the current loot window but you would need a way of showing players the item stats before they decide (and a time limit on deciding so that DC'd players don't leave their team-mate stuck on the window).

As for combat, I think its reasonable that both players have to stay within about 400 distance of eachother in order to get 'pulled' into the same fight. I still don't know if combat start is handled client-side or server-side but if it is server side there should be no problems with it checking a team-mates distance when a fight starts and then pulling both players into combat if needed.

If you don't have a distance limit on it then a high level player could easilly invite a low player into their group and then get into a big fight miles away somewhere and leave the low-level player relatively boned; which leads me to:

If one player flees, do both flee? neither? I think it should be a group descision to run away, and that both players have to choose to flee in order to escape. It leaves little room for abuse and adds a small layer of planning and communication to the group ('If i'm at 5% health, we run away, ok?'... which is followed by 'I was almost dead why didn't you run?!' - much fun).
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TenaciousD
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« Reply #6 on: January 27, 2009, 01:34:18 PM »

I like the overall idea. I think on the looting option a need/greed would work, but also have a master looter option, for power leveling. Smiley
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Hrothgar
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:-D fixed it


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« Reply #7 on: May 24, 2010, 11:57:57 PM »

Public Sub Party(NpcIndex As Integer, userindex As Integer)
       If numP > 1 Then
            PartyExp = NPCList(NpcIndex).GiveEXP * ((expBonus + UserList(userindex).StatsBonus.ELU + UserList(userindex).StatsBonus.Exp + UserList(userindex).Skills(1)) / 100)
            PartyExp = PartyExp * (1 + (numP / 10))
            PartyExp = PartyExp / numP
            PartyGold = NPCList(NpcIndex).GiveGLD / numP
            If NPClist(NPCIndex).lvl > (PClist(PCindex).lvl + (PClist(PCindex).lvl / 3)) 'if the user mob level is over the max drop for the user it cuts the xp
               PartyExp = PartyExp / 100
           end if
       else  'in a party by your self....no clue why...
           partyExp = Npclist(NPCindex).giveEXP
           PartyGold = NPClist(npcIndex).GiveGLD
       end if
slashed is if you had skills or items that gave exp bonus.....

no clue if this will set it in motion or what
« Last Edit: May 25, 2010, 12:11:13 AM by Hrothgar » Logged

[1:29:23 PM] <Turgon> unlike HONEST's mom, it must not be used to having several people in it
[8:48:40 PM] RESULTS OF THE PK TOURNAMENT:
(1) Hr0thgar[15], (2) Acdcelement[8], and (3)Bronse
[7:56:09 PM] Hr0thgar has ruthlessly killed Bronse.
Jouser
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« Reply #8 on: May 27, 2010, 10:25:39 AM »

Public Sub Party(NpcIndex As Integer, userindex As Integer)
       If numP > 1 Then
            PartyExp = NPCList(NpcIndex).GiveEXP * ((expBonus + UserList(userindex).StatsBonus.ELU + UserList(userindex).StatsBonus.Exp + UserList(userindex).Skills(1)) / 100)
            PartyExp = PartyExp * (1 + (numP / 10))
            PartyExp = PartyExp / numP
            PartyGold = NPCList(NpcIndex).GiveGLD / numP
            If NPClist(NPCIndex).lvl > (PClist(PCindex).lvl + (PClist(PCindex).lvl / 3)) 'if the user mob level is over the max drop for the user it cuts the xp
               PartyExp = PartyExp / 100
           end if
       else  'in a party by your self....no clue why...
           partyExp = Npclist(NPCindex).giveEXP
           PartyGold = NPClist(npcIndex).GiveGLD
       end if
slashed is if you had skills or items that gave exp bonus.....

no clue if this will set it in motion or what
Well, I like your party gold/experience sharing operation.  Now we just need to handle the grouping logistics and battles.  I *think* Dlorak has started some of this code in the project -- I would have to take a look.  Why'd you do the easiest function first :-p
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Hrothgar
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:-D fixed it


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« Reply #9 on: May 27, 2010, 12:46:45 PM »

>_> why not =P the way your battle system is set up I'd just figured you let the people fight individually and set them in a "group" if they invite one another but they have to be with in x amount of distance, but why on earth would you make it easy on yourself....you actually want them in a party.... so... the question comes who do mobs target first... and what happens if someone dies in the party.... well...you could treat the party as if it were one whole player and they just end up with turns getting broken up (Final Fantasy Style) but then you have to implement some way of rezing fallen comrades...which could just be a spell in holy... Another problem is who gets control of "the Party's" sprite that should fall to a vote of the members in the party along with a skip person and a kick do to people going afk for extended period of time...and then there is pk....lets just keep their decline on >_> I have no clue what Dlorak had in mind but i feel that would be the easiest..... after having them just go out on their own close together


Also...I have no idea on how quest code is setup with constants and how any other functions work >_>
« Last Edit: May 27, 2010, 01:04:41 PM by Hrothgar » Logged

[1:29:23 PM] <Turgon> unlike HONEST's mom, it must not be used to having several people in it
[8:48:40 PM] RESULTS OF THE PK TOURNAMENT:
(1) Hr0thgar[15], (2) Acdcelement[8], and (3)Bronse
[7:56:09 PM] Hr0thgar has ruthlessly killed Bronse.
Celestia
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« Reply #10 on: June 06, 2010, 07:24:42 PM »

Hmmmm
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