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Treasure rooms, team play and randoms


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#1
SofaJockey

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There's an Pax Nerd Appropriate podcast with Scylla Costa & Billy Buskell that throws up some interesting issues.

 

There will be Treasure Rooms that you can tackle if your party feels up to it, which contain treasure but may contain foes. If your party are low on health you may elect to skip it.

 

Teamwork is necessary. Work together or die.

 

I tend to play with random parties - it just suits my random lifestyle  :) 

 

I wonder how:

  • Parties of randoms will agree to tackle treasure rooms, and more importantly not tackling them as a party them when they are too weak?
  • There will presumably be randoms who will go and do their own thing, endangering the party?
  • Is random play doomed to failure or will it add yet another fascinating random factor?


#2
Eelectrica

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My feeling on the treasure rooms is to go for it.
if the party is that beat up they're probably not going to beat the bad guy at the end anyway. So might as try to get something from the efforts.

I'll probably be playing mostly with randoms myself. Take the good with the bad I suppose.

It may end up that the middle level of difficulty will end up being the easiest. Players will know the character capabilities and the CCC's to look out for both in setting up and triggering.
Players on the easiest levels are still learning those things.
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#3
Maria Caliban

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As I understand, you need specific classes to get into the room. More than likely, you'll get in if the person playing that class notices the treasure room and opens it. If they don't open it, then you're probably not getting in.
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#4
Eelectrica

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As I understand, you need specific classes to get into the room. More than likely, you'll get in if the person playing that class notices the treasure room and opens it. If they don't open it, then you're probably not getting in.

yes this is true. Encourages having at least one of every class if possible.

We'll learn on the way whether or not to open the secret room. My guess without playing is go for it. Subject to change of course.

#5
Vortex13

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yes this is true. Encourages having at least one of every class if possible.

We'll learn on the way whether or not to open the secret room. My guess without playing is go for it. Subject to change of course.

 

It would be cool that if the party had a rogue with stealth, then they could scout out the treasure rooms to make sure there is no super tough elite mobs waiting to kill the mage with >10% health.

 

 

Oh, another thing I just thought of, do we know if the treasure rooms are going to be 'booby trapped'; at least on the harder difficulties? That would help reinforce teamwork and encourage players to have a diverse party when doing dungeon runs.



#6
Beerfish

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It will all depend from lobby to lobby sofajockey.  The one thing that usually brings players into cooperation even if some are playing lone wolf during most of a match is the chance for phat loot.



#7
RedLens37

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It will be interesting to see how this plays out. I think one of the things that may have helped make ME3 multiplayer successful was the very fact that it really didn't require a lot of teamwork. Sure, a good team working together made it a lot easier, but in theory four decent players all basically doing their own thing could still be pretty successful. If pug lobbies for DAMP become too frustrating because of a lack of cooperation, it might be trouble.



#8
SofaJockey

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It will all depend from lobby to lobby sofajockey.  The one thing that usually brings players into cooperation even if some are playing lone wolf during most of a match is the chance for phat loot.

 

You're not wrong. If you go lone wolf and you die, that may be a learning point.

 

(Though on ME3MP, randoms still run straight to extraction, still insist on dying on the other side of the map etc, so learning can take a little while for some  :D )

 

EDITS:

 

And yes, 'Threatening' may be a better difficulty than 'Routine' once your gear/abilities can handle it.

I understood you could 'scout ahead' from the fade if you died...?



#9
Wulfram

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Text chat would help.



#10
Eelectrica

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It would be cool that if the party had a rogue with stealth, then they could scout out the treasure rooms to make sure there is no super tough elite mobs waiting to kill the mage with >10% health.

 

 

Oh, another thing I just thought of, do we know if the treasure rooms are going to be 'booby trapped'; at least on the harder difficulties? That would help reinforce teamwork and encourage players to have a diverse party when doing dungeon runs.

Yeah, hopefully stealth works like in DA:O where that is possible. In DA2 stealth lasts 10 seconds or something, so scouting ahead wouldn't work.

If I was to hazard a guess, Stealth in MP at least will be more like DA2/ME3 in lasting a short time.

 

If they have a survival skill though that DA:O had which revealed enemy locations on the radar from a large distance depending on how many points invested, that could work too.



#11
SofaJockey

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I was reading this Joystiq article: http://www.joystiq.c...-effect-3-lega/

 

I found this part particularly interesting:

 

"After clearing a zone, my group and I were given the chance to heal up at a fountain before progressing to the next area. Since you can only use two health potions per multiplayer session, using these wisely was of utmost importance. I saw my health dip into the red several times, but opted not to waste a heal since I could see that a rest area was in my near future."

 

The two health potions reminded me of ME3MP Ops Packs (also 2 with the base characters)

but no midi-gel here so you are going to have to rely upon getting revived !

 

And the healing fountains are like the end-of-wave recovery points, just that you only get half as many with 5 zones instead of 10(11) waves.