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viper34j
02-15-2010, 01:08 PM
Let me preface this suggestion by saying that I absolutely love playing this game with my friends online. It adds a much needed element that did cause me to stop playing DoP in the past.

However, multiplayer currently appears to be a shallow (feature-wise) addition to the game. The primary benefit of multiplayer is to gain more xp or tackle higher level worlds. This is great, but it is just more of the same. How cool would it be to have mega-bosses spawn (tied to optional quests) when more than one person is present in a server? These The mega-bosses could spawn with stats scaled to the number of players on the server.

I'm sure there are more ideas floating around. Is there anyone else that would like to see additional features focusing on multiplayer?

Archon
02-15-2010, 01:45 PM
Really like the idea of a mega boss optional quest for multiplayer and I wouldn't mind if there were various types of quests that were multi-exclusive. The only snag in mega-bosses could be insane DPS if you have a bunch of your friends playing with you and the wrong type of creature generation elements come together to form a creature that can annihilate a player or players in one or two hits although with careful implementation that problem could be avoided.

Other multi-exclusive quests:

Classic carry & protect quest - A quest where players have to find a large item/artifact on one floor of the dungeon and carry it back to the surface. The snag is whoever picks up the artifact is defenseless and has to be protected by the other players in the group in order to reach the surface.

Multi-switch /lever quest - A quest where there are two or more switches scattered throughout the dungeon level (the potential max could depend on amount of people playing) that have to be activated/pulled in unison (or a couple of seconds of leeway to avoid frustration) by the players in order to complete the quest.

Curse quest - One of the players is cursed by a boss deep below the dungeon and extremely weak (-80% on all stats) and requires healthier team members to kill the boss and remove the curse.

Aganazer
02-15-2010, 01:58 PM
Is there anyone else that would like to see additional features focusing on multiplayer?

A way to revive a dead party member would be cool. Just a simple "click on their corpse and don't get hit long enough to fill up a 5 second bar". This has worked tremendously well in other coop games. It gives players more of an incentive to stay together and promotes teamwork. It gets around the hazardous and time consuming journey to rejoin the team (often leading to additional deaths).

viper34j
02-15-2010, 02:07 PM
Classic carry & protect quest - A quest where players have to find a large item/artifact on one floor of the dungeon and carry it back to the surface. The snag is whoever picks up the artifact is defenseless and has to be protected by the other players in the group in order to reach the surface.


This is awesome. It would really encourage teamwork.


Multi-switch /lever quest - A quest where there are two or more switches scattered throughout the dungeon level (the potential max could depend on amount of people playing) that have to be activated/pulled in unison (or a couple of seconds of leeway to avoid frustration) by the players in order to complete the quest.


This may be cool, might want to expand on the idea a bit to keep it from being tedious.


Curse quest - One of the players is cursed by a boss deep below the dungeon and extremely weak (-80% on all stats) and requires healthier team members to kill the boss and remove the curse.


I believe this would only work if you only cursed a particular set of the affected player's stats. If you cursed all their stats then they are just useless and might as well stay at the town afk for a while. But, if you only curse vitality then the player can still assist, but will need to be very careful. Or, if you curse their Strength and Int then they would be able to survive for the most part, but wouldn't be able to attack very well.

Archon
02-15-2010, 02:58 PM
This may be cool, might want to expand on the idea a bit to keep it from being tedious.



There would certainly need to be some experimenting done with number of levers/switches compared to number of players in order to find a good balance. You could also just have two for the max amount of levers/switches just to avoid too much tedium in the first place and on second thought probably a two max would be the best route to take. Even in large groups it would still require a fair bit of teamwork from the whole party (split in two) to stay alive while finding the switches in the dungeon level.


I believe this would only work if you only cursed a particular set of the affected player's stats. If you cursed all their stats then they are just useless and might as well stay at the town afk for a while. But, if you only curse vitality then the player can still assist, but will need to be very careful. Or, if you curse their Strength and Int then they would be able to survive for the most part, but wouldn't be able to attack very well.

You are right , there would be no incentive for the player to help out the team (needed to think that through a bit before posting :P) . Your idea of weakened vitality and maybe slight strength or intelligence penalty would be the way to go. There could also be a altar that spawns near the boss in which the cursed player needs to use in order to remove the curse (altar only active upon death of boss) . This way the cursed player could still be an asset to the group and will eliminate any chance of the player staying in town for the easy reward.

viper34j
02-15-2010, 03:27 PM
A way to revive a dead party member would be cool. Just a simple "click on their corpse and don't get hit long enough to fill up a 5 second bar". This has worked tremendously well in other coop games. It gives players more of an incentive to stay together and promotes teamwork. It gets around the hazardous and time consuming journey to rejoin the team (often leading to additional deaths).

This would be awesome! In order to most easily weave this feature into the current game I would suggest the following:

First, make soulstone's visible to all players (with a possession noun like "Viper34j's SoulStone");
Second, if a player other than the owner of the soulstone click's on the it, start a channeling effect that takes 5-10 seconds to complete (any damage incurred cancels the channeling);
Lastly, once the channeling is complete, port the channeled player to the location of the soulstone and automatically return the soulstone (maybe a confirmation should be added for the channeled player to accept?).

This would add a neat element to the co-op experience for sure.

Cougar_DK
02-16-2010, 03:33 AM
First, make soulstone's visible to all players (with a possession noun like "Viper34j's SoulStone");


I would like to see this one too. For us it would help to coordinate a defence or escort of the "dead" player.

Lyranaar
02-16-2010, 05:28 AM
First, make soulstone's visible to all players (with a possession noun like "Viper34j's SoulStone");

Great idea! That would be good stuff.

At least other players should be able to collect Soulstones if the revive is too much work to implement.

Aganazer
02-16-2010, 10:22 AM
Classic carry & protect quest - A quest where players have to find a large item/artifact on one floor of the dungeon and carry it back to the surface. The snag is whoever picks up the artifact is defenseless and has to be protected by the other players in the group in order to reach the surface.

I've always enjoyed carry quests where you can't do anything while carrying an item. I remember it from Guild Wars and it must have been used in at least one other CRPG. It doesn't even need to be a multiplayer only thing. Carry a stone to put on a pressure plate. Carry a piece of machinery to activate some machine. Return an artifact from the dungeon. So much could be done with this.

I've seen this used effectively in the old board game WizWar and then used it in my own dungeon questing board game that I made.