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Old 05-07-2007, 06:29 AM   #1 (permalink)
Greymain
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suggested solution to LFG problems

Given the size of telon and the way content is distributed plus the number of players on a server. I dont think providing more LFG tools alone will solve the difficulties in gathering groups together.

What is needed the ability for players to group together irrespective of class or level. The rewards being scaled to the level of the player.

Its not as crazy as it seems.

My suggestion is to adopt a feature on Horizons that worked extremely well. When I used to login my first question was "any groups playing" usually I got an invite from a few guild mates and set out to join the fun. Point is it did not matter what my class or level was. My level 10 could join in a group containing a level 100 and still have fun. True the group only got experience killing mobs around the level of the highest group member. my level 10 got no more exp than they would get attacking level 10 mobs. but taking a level 10 into a level 100 zone justified some experience gain just by surviving given agro range.

We had some crazy combinations of characters in our groups but it worked. I soloed only because i wanted too. I could still find groups even when the population on my server plummeted due to horizons bugs not getting fixed.

Another bonus was that new guild members could play with established guild members. whereas at present a level 10 joining a guild where everyone is level 20-30 is forced to solo or find pick up groups and isolated from group activities.

I cant claim to know the equations used to calculate exp distribution. The greatest rewards were still gained by balanced groups at the same level. But not everyone is driven by the need to level as fast as possible. often a odd unbalanced group was better than solo play, a low level healer was better than no healer at all.
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Old 05-07-2007, 09:13 AM   #2 (permalink)
darkov
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Re: suggested solution to LFG problems

Not entirely sure why they can't make characters levels scale when in a group.

PlayerA = lvl 20
PlayerB = lvl 25
PlayerC = lvl 12

PlayerC's level scales up to 20 when grouped with the other 2, given his skills, health and armor a bonus relative to that level. Leveling then becomes about seeing the content, gaining skills and achieving the level requirements for quests, mounts and other things, as the level is set according to the majority of the group. The person obviously still gains experience based on being lvl 12, and will ding 13 not 21

Scaling wouldn't work in raids either

There are many ways to get around the current problem, and I agree more tools aren't going to help, instant transport won't really help either, the problem is the spread in levels of the small number of people playing.
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Old 05-07-2007, 10:29 AM   #3 (permalink)
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Re: suggested solution to LFG problems

I think a central hub in telon ala the Plane of Knowledge in EQ would go a long way to build community and make it a central location to form groups and head out to adventure
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Old 05-08-2007, 05:08 AM   #4 (permalink)
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Re: suggested solution to LFG problems

Quote:
Originally Posted by Vlawde View Post
I think a central hub in telon ala the Plane of Knowledge in EQ would go a long way to build community and make it a central location to form groups and head out to adventure
The plane of knowledge is the worst thing that happened to "EverQuest". If they ever implemented a central hub I would quit the game and never play another MMPORG again.

The idea Greymain has some merit. From what I have experienced they could in the very least increase the level gap that prevents players from getting exp. As it stands now a level 14 character wont get exp with a level 19 in the group which is far more narrow than it should be. I don't necessarily believe that it needs to be so wide that a level 10 should be able to group with a level 50 but increasing the gap a little would make grouping far more easier than it has been.
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Old 05-08-2007, 11:45 AM   #5 (permalink)
Galahad
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Re: suggested solution to LFG problems

i was always fond of the mentoring in EQ2, it was great since my brother played a lot more than i did, but when we were both on we could still group.
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Old 05-08-2007, 11:58 AM   #6 (permalink)
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Re: suggested solution to LFG problems

Speaking of EQ2, I logged in yesterday and created a new toon. So far it looks like the game has MUCH improved since I last played over a year ago
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Old 05-09-2007, 12:40 AM   #7 (permalink)
Xaive
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Re: suggested solution to LFG problems

Personally, I like the way it was in CoH and CoV. Grouplvl had to be within 5 for everyone to receive xp. However, you could "sidekick" someone of lower lvl (there had to be at least 3 lvls difference) and they would become your lvl -1. So your group has a lvl 5, 12, 15, 17, 18, and 20. The lvl 5 could get "sidekicked" by the 20, and the lvl 12 sidekicked by the 18. This was only in effect as long as they stayed within a certain range (50m or so). So the group is now lvl 15, 17, [17], 18, [19], and 20. The sidekicked characters only have the abilities they have learned up to that point. But their attributes have scaled as if they are the higher lvl.

CoH and CoV I think had the best/easiest grouping of any other MMO I have played. And whether they call it "mentoring" or whatever is fine, but I agree there should be a way to allow people to group with others more effectively.
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