Quote:
Originally Posted by maximus_asinus
I think the ideal option would be designing the quests for a single player but with multiple shortcuts if you're playing with a party (like two levers you could pull that would open a gate). Players could enter the quest alone, but if they stumble upon a lone newbie who is also progressing through the same quest, they could take advantage of some of these shortcuts.
Players who choose to quest alone shouldn't be stuck playing alone for the majority of the quest. Quest levels don't need to be duplicated or sealed to isolated one party or player, it should be open to all players to promote player interaction.
If I am stuck halfway through a quest and can't progress through a certain point, it would be nice if I could mass "hey I am stuck at X position in this quest, could someone head down and help me?" or maybe even wait for another player to come through to help me out. Your option would completely disable that, and would be incredibly frustrating to the players who might fall into the "I am stuck" scenerio. I wouldn't want to redo an entire quest!
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Indeed, hence my last sentence. I would love to find out a way to make partying as dynamic and hassle-free as possible. Syncing NPCs to parties may be a chore, however, if even possible. If it turns out possible, what I'll do is I'll set NPCs to link to 'leaders' in a party. This would be the first player in a party to enter a level(so if other players from the party enter the level later, they will see what the first player has been doing), and if a party is started in the middle of a quest, whoever started the party.
Or, what I may do if I go route of duplicating levels, is name the 'clones' after the player. And when in a party, the party always enters the clones of the party leader. Therefor, if I'm in a quest and stuck, I can start a party and when back-up comes, they will enter my instance of the quest instead of their own. However, I am much in favor of figuring out some way of syncing rather than creating instances.