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Game promotes solo and not group play

8 posts in this topic

Posted

I feel one of the main problems with the game is it promotes solo play above group play currently. By joining a group your Sp/silver gains are instantly reduced making most players play solo and pk lower levels to farm a group spot solo. Incorporate this with being unable to trade items with others makes this "online multiplayer" game very single player.

A quick and easy fix to this would be buffing exp and sp gain whilst in partys by a set amount per number of party members. For example: 2 members 110%, 3 120%, 4 130%, 5 150% boosts to Sp and exp gains.

A simple adjustment along these lines will have players playing together more often and could help reduce the toxicity of this game community in general.


 

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Posted

Yes lets play in party and if another party want this spot lets make some fun pvp 5 vs 5 . JUST DO IT kakao!

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Posted

 being unable to trade items with others makes this "online multiplayer" game very single player
 

Massively Single Player Online Game.

Not being able to trade with friends is a huge pain, and I've yet to see one good reason why it's not allowed.

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Posted

Or they could implement a PvE system that allows players to choose between solo or group play that doesn't involve mindlessly killing the same mobs over and over and over again.

MMO means that you're part of an online world that is filled with many other players.  It does not mean that you're always required to be in a massive group of players in order to do anything useful, although players should be able to group if that is what they enjoy.

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Posted (edited)

They could look into a 'rental' trading system where a player can 'lend' stuff to other players for a temporary buff to contribution points, like how NPCs lends stuff to you.

There's a timer built into said item that is 'given' back to the owner after the period ends and the contribution points will be returned.

 

How this works:

The person renting gives up a small portion of his contribution points to rent a item of value from another player, based on level difference and the item's rarity (White, Green, Blue, Purple, Orange).

 

The rarity multiplies the points in the level difference, to a max of 50 contribution points for a item being possible.

White = 1x

Green = 2x

Blue = 3x

Purple = 4x

Orange = 5x

 

I don't know if renting pearl items should be considered since Daum wants people to buy them from the store, not lend them to other players while you AFK ingame.

Lending a gear to another player won't see it's durability dropping when that player uses it. Or has a default +50% durability retention bonus.

You cannot lend non-repairable items, and you cannot enchant, modify, or destroy rented items. It is bound to the character.

There is a option in the item's RMB function to 'return' the item which instantly refunds your contribution points.

Edited by Kaiserx

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Posted (edited)

I feel one of the main problems with the game is it promotes solo play above group play currently. By joining a group your Sp/silver gains are instantly reduced making most players play solo and pk lower levels to farm a group spot solo. Incorporate this with being unable to trade items with others makes this "online multiplayer" game very single player.

A quick and easy fix to this would be buffing exp and sp gain whilst in partys by a set amount per number of party members. For example: 2 members 110%, 3 120%, 4 130%, 5 150% boosts to Sp and exp gains.

A simple adjustment along these lines will have players playing together more often and could help reduce the toxicity of this game community in general.


 

this is common problem with almost all MMORPGs for the past 10 years. they give no reason to play with others and most of the time you don't even need others for anything as they allow you to do everything yourself with one character of by simply passing stuff between alts

simply put, they focus on the various mechanics of the game and how ONE player uses them, but the interaction between players outside of combat is just an afterthought... when, as the title MMO implies, that interaction should be at the forefront and all mechanics should be balanced around the need for player cooperation.

older MMOs, despite their technical limitations, got that part right.

Edited by Teknoman2

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Posted (edited)

Well this discussion is going many ways but one thing they absolutely need to add to keep everyone's interest is:

Interesting Enemies.

I mean enemies with special abilities, and ones that are difficult and varied enough that you should have a group to defeat them.  That will naturally bring people together.  This game likes to create extremely boring scenarios (Field Boss, Scroll Runs, Khalk hunts) that only require other people because of high hitpoints.  So yeah, you bring other people but they don't need to do anything differently than if you were solo so it's still lifeless and boring.  Look at raid bosses from the game Vindictus.  Now those are real raid bosses.  You can't just tank everything and spam your strongest ability forever.  They require a competent group and it feels good to learn their patterns and take them down.

Yes they could just "increase rewards" for fighting in a group but that's a super artificial reason to make people group.  There should be a real reason

Edited by Daxed

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Posted

This really needs to be looked into.

This game is primary solo. XP & drop suck in a group. XP should be constant 100% with solo or with 5. Drops need to be changed to instances base drops so everyone get's something rather than splitting everything. 

Grouping for bosses is actually helpful, but takes forever to summon - kill - get reward. Bosses don't scale..why? If i'm 59, the boss i summon should be 60 and drop hard/sharp shards and/or other gear. 

This game has such big possibilities but we are limited by well horrible setups...

other things...

1. gear crafting

2. mat farming

3. structure pvp (no GS vs GS)

4. Why not give daily quest lines that make you do different things? Like hunt/group/pvp...

5. open world boss farming (more mini-bosses) faster re-spawn..

6. doubling mob amount in everywhere..no limit on pulling either for a certain distance.

 

list goes on..just my 2 cents...

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