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Will people need each other?

makasouleater69makasouleater69 Member UncommonPosts: 1,096

Any one that played this game, know if its gonna be like SWG in the aspect where other players needed each other. Such as the crafter, which you could have good and bad crafters, each item was different. Or is it just gonna be every one can make everything if they grind long enough? Also like the dancer/doctor, which forced every one into hubs seeking each others aid and conversation/roleplaying. Or is this just gonna be like every other mmo where every one can have all skills, and the only reason to group is because you want to kill a bigger target?

From what i read about the crafting system, it just looks like a long skill grind and then every one can make everything. Let me rephrase if some one were to buy a max skill crafter in SWG, they still wouldent be able to to craft good stuff. It looks to me all the stuff ends up being the same, minus which of the items you put in the shell. But a fitting is a fitting, the resources dont look random to me. They look quite static, minus that they have different stats. I thought this was gonna be SWG crafting, but it doesnt look like it? Or do i have it wrong?

Comments

  • JC-SmithJC-Smith Member UncommonPosts: 421

    It's designed to be a social game. Lots of ways it's encouraged:

    - Engagements are a type of Public Quest, and aimed at larger collections of players.

    - Missions have a reward bonus when you are grouped, other players in the group get a chance at loot that is separate from your own.

    - Missions have a bonus buff system that you gain from completing missions, and the entire group gets it when grouped. Because your group will be able to complete missions faster, it goes faster.

    - You gain a bonus to the rate at which you gain skills when grouped.

    - There is an auto-grouping system which can group you automatically with other players in an engagement area. This can be disabled and also has options to stay in the group after the engagement ends or not.

    - Everyone who contributes to a kill gets their own chance at private loot. While they don't get the full chance as though they killed the mob solo, there is a generated bonus chance when multiple players killed a target. The end result is that you will have more chances of getting loot when you are grouped, and never have to worry about other players being greedy and pressing need on everything.

    - The Entertainment system is there to encourage players to visit a camp, bar or other resting area when they are near one to get buffs, or enjoy the show. The entertainment abilities are designed so that if the entertainers are working together properly you will get more potent and longer lasting buffs. The higher echelon of the buffs there require multiple entertainers working in tandem.

    - The openings system rewards players for coordinating their attacks. When an opening is present all other players (or NPCs) can take advantage of it. Many abilities are more effective when a particular opening exists. This rewards players for grouping up and for working well together.

    - There is a mix of solo, group and raid content. Group and raid oriented targets typically will give additional skill gain bonuses due to being considered a dangerous activity. Bosses have generated special abilities which means that groups or raids will need to adjust their tactics on the fly.

    - The housing system is not privatized so you can showcase your stuff to other players.

    - PvP revolves around Nation vs. Nation combat (nations are like guilds), and includes city building and sieges.

    - Content can optionally scale up or down based on the number of players nearby. This is optional on a per engagement or per den basis. There are a number of dens that work similar to the old ring of ___ events in Everquest 1. If you can't kill X amount of mobs or the boss in X amount of time, it goes back to the default state or stays at the same level. If you have enough players that you can take down the boss, then a tougher one will come in the next wave, etc. They are also commonly used to reduce the spawn times based on how many players are in an area. This helps to adjust for crowding, and is very helpful to keep an even amount of content for groups.

    - Crafting and Trade skills are very dependent on other lines. There is mastery for every harvestable type and style of crafting recipes. The grade of your results is tied to your skill, your mastery level of that recipe, and the quality of the ingredients used (which in themselves are refined by someone else with the same checks). While it's technically possible that someone with a lot of time on their hands could eventually (years down the road) master everything, it's would be an epic grind and something that simply raising the skill cap or mastery cap by one rank would set them back again. Crafting is set up to encourage specialists. If your a casual player who only has time to master a couple recipe types, then focus on component building or refinement, be able to produce A9 components or materials and you'll always be in demand. If you have more time you could certainly master more things, but it's a grind just mastering all the recipes in a single trade skill. I think in general what you'll see is people mastering a few things that are important to them and then buying components from other players for most things.

     

  • IG-88IG-88 Member UncommonPosts: 143

    There are many games that encourage or require you to group and work together, but few that succeeds in creating a good community with player interdependancy, like SWG did.

     

    Take SWTOR, you group for a specific mission, but disband when its over and you never hear from them again

     

     

  • JC-SmithJC-Smith Member UncommonPosts: 421
    Originally posted by IG-88

    There are many games that encourage or require you to group and work together, but few that succeeds in creating a good community with player interdependancy, like SWG did.

    Take SWTOR, you group for a specific mission, but disband when its over and you never hear from them again

    That's always been a problem in the theme park MMOs. Questing became the primary form of experience, it was the means to an end. I think questing for exp is superior to what we generally did before (grinding for exp). But with theme parks you made questing the fastest way to go, and you made most of it solo. With a laid out line of progression.  As a result, players generally only care about what they are working on. Where in the old games, grouping was far and away your best way to gain experience, and there was very little benefit to helping someone else with do a quest you didn't have, when mob experience became worth a lot less.

  • IylzIylz Member Posts: 107
    The community that is hovering around this game from what I have seen so far are dedicated and mature individuals. I have also already noticed there are whole guilds and gaming communities that are planning to be involved on release.  I think that this game will host one of the best gaming communities. 
  • GarainisGarainis Member Posts: 12
    Originally posted by Iylz
    The community that is hovering around this game from what I have seen so far are dedicated and mature individuals. I have also already noticed there are whole guilds and gaming communities that are planning to be involved on release.  I think that this game will host one of the best gaming communities. 

    That is what I have noticed too.

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