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Miltiplayer DLC1 Discussion - Crafting Instances


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#1
C0uncil0rTev0s

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Hello there friends!

 

Let's get to the point - why do we need this?

Spoiler

 

Important: Crafting Instances is a WIP name, so please don't complain. Mechanics I propose are something similar to MMORPG ones, but tweaked. Tweaked so they could've been integrated with the SP mode.

 

What do I propose?

Spoiler

 

Okay, what's the 'Resource Instance' I'm talking about?

Spoiler

 

Important: Crafting Instances should provide materials to the SP only. That is needed to separate the inventory (which is logical) of SP and MP, and make modes other than Crafting Instances attractive.

 

Now an example of what I'm speaking here:

 

Recipe crafting instance 'Assault on Fort Connor'

 

Quest: Assault enemy fortifications and eradicate any threat to the local population.

Prerequisites for sucessive loot: Hinterlands scouted

Quests that improve instance looting when completed:

Templars to the West completed - chance to get Masterpiece recipies from red templar opponents increased.

Apostates in the Witchwood completed - chance to get Masterpiece recipies from vanatori opponents increased.

Rifts at the Foothold completed - chance to get Masterpiece recipies from demon opponents increased.

Possible loot: Recipies, Gold on final box looting

Area: Surroundings of Fort Connor with the borders on the river in the West, cliffs on the south and east, Witchwood forest on the North (highlighted on the map)

Spoiler

In-game borderings:

Spoiler

 

Instance design:

I stage: players enter the area from the Crossroads, Hinterlands.

Once instance is started, players break the first barricade and force enter the underhill pass to the South reasches of Witchwood (see map). After that team has to clear Fort Connor surroundings from the camped enemies and destroy the camps (Campings for Templar and Venatory, those wicked-looking barricade stones redesigned as a Demon Ward for Demons).

Once all camps (let's say, 3) are destroyed, barricades on the entrance to the Fort come destructable.

II stage: players enter Fort Connor's Courtyard and engage the miniboss for the faction and a pack of tough monsters.

Once miniboss is killed, barricades to the Fort Connor Tower come destructable.

III stage: players enter the Tower and engage the instance boss.

 

Once the instance boss is defeated, any party member opens the lootbox and players get the items, depending on the quests they've completed and RNG ofc. If the recipe is present on all existing profiles player gets it's price in gold for SP.

 

Important: I've spoken to Scylla Costa (Bioware producer) in Twitter about this and he looked somewhat interested in what the Community can offer.

Spoiler

 

No promises, ofc, but it looks like at least we can offer something to developers and they would listen. Even if they won't add it to a game in the way I see it we can always work something better together.



#2
C0uncil0rTev0s

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Item 4 in the reasons to ivent aren't revealed, yes. Working on it (have to kill a dragon in my preent playthrough)



#3
Guest_Stormheart83_*

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Hello there friends!
 
Let's get to the point - why do we need this?

Spoiler

 
Important: Crafting Instances is a WIP name, so please don't complain. Mechanics I propose are something similar to MMORPG ones, but tweaked. Tweaked so they could've been integrated with the SP mode.
 
What do I propose?
Spoiler

 
Okay, what's the 'Resource Instance' I'm talking about?
Spoiler

 
Important: Crafting Instances should provide materials to the SP only. That is needed to separate the inventory (which is logical) of SP and MP, and make modes other than Crafting Instances attractive.
 
Now an example of what I'm speaking here:
 
Recipe crafting instance 'Assault on Fort Connor'
 
Quest: Assault enemy fortifications and eradicate any threat to the local population.
Prerequisites for sucessive loot: Hinterlands scouted
Quests that improve instance looting when completed:
Templars to the West completed - chance to get Masterpiece recipies from red templar opponents increased.
Apostates in the Witchwood completed - chance to get Masterpiece recipies from vanatori opponents increased.
Rifts at the Foothold completed - chance to get Masterpiece recipies from demon opponents increased.
Possible loot: Recipies, Gold on final box looting
Area: Surroundings of Fort Connor with the borders on the river in the West, cliffs on the south and east, Witchwood forest on the North (highlighted on the map)
Spoiler

In-game borderings:
Spoiler

 
Instance design:
I stage: players enter the area from the Crossroads, Hinterlands.
Once instance is started, players break the first barricade and force enter the underhill pass to the South reasches of Witchwood (see map). After that team has to clear Fort Connor surroundings from the camped enemies and destroy the camps (Campings for Templar and Venatory, those wicked-looking barricade stones redesigned as a Demon Ward for Demons).
Once all camps (let's say, 3) are destroyed, barricades on the entrance to the Fort come destructable.
II stage: players enter Fort Connor's Courtyard and engage the miniboss for the faction and a pack of tough monsters.
Once miniboss is killed, barricades to the Fort Connor Tower come destructable.
III stage: players enter the Tower and engage the instance boss.
 
Once the instance boss is defeated, any party member opens the lootbox and players get the items, depending on the quests they've completed and RNG ofc. If the recipe is present on all existing profiles player gets it's price in gold for SP.
 
Important: I've spoken to Scylla Costa (Bioware producer) in Twitter about this and he looked somewhat interested in what the Community can offer.
Spoiler

 
No promises, ofc, but it looks like at least we can offer something to developers and they would listen. Even if they won't add it to a game in the way I see it we can always work something better together.

I was a little confused about this MP add on you were suggesting. The resource clarification made things much clearer. Yeah, I could get behind some of these suggestions. All in all I would like to see schematics used in DAMP but, I'm not really sure that will ever happen.
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#4
C0uncil0rTev0s

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I was a little confused about this MP add on you were suggesting. The resource clarification made things much clearer. Yeah, I could get behind some of these suggestions. All in all I would like to see schematics used in DAMP but, I'm not really sure that will ever happen.

Well it looks like we'll get nothing if we won't give anything to think about to developer team. Any suggestions or 'wanties' to add, maybe?



#5
b10d1v

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Tried to play mp over the weekend but found an issue with the sound system, it simply does not like my Logitech headset.  Works fine in other games.

 

In any event, the suggestions look good, as the loot model is very finicky.  

 

I made a suggestion in Sera's area to improve her intelligence model and gathering was a key point as part of exploring - hunting, mining information etc. with 1 other teammate if desired and loot returns differ on who she takes, Solus is fade materials, etc.  I also suggested behavior idles for when she is waiting.  The reason for just 1 smarter NPC is not all platforms can tolerate the additional computations and it serves as a test bed.  Sera's team wanted a DLC devoted to her improved behavior modeling back in July.  I also used this as an example of how to scope the work you want done.


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#6
C0uncil0rTev0s

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Tried to play mp over the weekend but found an issue with the sound system, it simply does not like my Logitech headset.  Works fine in other games.

 

In any event, the suggestions look good, as the loot model is very finicky.  

 

I made a suggestion in Sera's area to improve her intelligence model and gathering was a key point as part of exploring - hunting, mining information etc. with 1 other teammate if desired and loot returns differ on who she takes, Solus is fade materials, etc.  I also suggested behavior idles for when she is waiting.  The reason for just 1 smarter NPC is not all platforms can tolerate the additional computations and it serves as a test bed.  Sera's team wanted a DLC devoted to her improved behavior modeling back in July.  I also used this as an example of how to scope the work you want done.

 

I'd say it will require some additional AI coding, voicing, right? And while I see your idea as good it's strictly SP, while developers said they want to focus on MP. 

Too complicated for now, I think. Not when everything ruins around the developer teams - hotfixes crash things that were solid before and so on.



#7
b10d1v

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About a dozen more phrases for SP -For instance she gets the giddies when seeing a lock and opens it.  Some new behaviors and it depends if you can follow her or she simply disappears for an hour.  For many things she has existing acknowledgment dialog.  

 

I have not tried MP, I should just jump in w/o the mike to get a better idea of the issues.   However, having a smart NPC to recruit at the MP boot screen for similar things could work.  Most of the initial instructions would be text -go fetch.



#8
b10d1v

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All these bad patches and resulting bad press was the reason I put it to the group.  Sera's antics could be a real boon, as so many people are disgusted with the NPC performance.



#9
SofaJockey

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In principle I would not have an issue with this as I like the multiplayer.

 

However, I recall a considerable amount of objection to allowing multiplayer and single player to touch or interact any way.

Some folk were upset that the multiplayer even polluted their game disk or install and wanted it as a separate installation (and on a separate disk).


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#10
snackrat

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If one has multiple SP characters (and many do) how does it determine which one to apply the mats to? What about multiple saves within those characters?

 

Or are they automatically applied to each character across the board, as ME3's Readiness was? Then new characters would suddenly get 800 ram leather/iron/cotton upon reaching Haven.

 

 

Oh and DO NOT nerf SP for this. Plenty of people out there cannot (or will not) play MP. SP needs to stand entirely on its own (as does MP's promotions) - that's WHY SP and MP are separate.



#11
b10d1v

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Well, MP game stability needs to be addressed, crashes are never too enjoyable



#12
b10d1v

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One approach could be last single player game - probably need to initialize it somehow could use the MP boot screen



#13
Innsmouth Dweller

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so... people do play DAMP, huh



#14
C0uncil0rTev0s

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If one has multiple SP characters (and many do) how does it determine which one to apply the mats to? What about multiple saves within those characters?

 

Or are they automatically applied to each character across the board, as ME3's Readiness was? Then new characters would suddenly get 800 ram leather/iron/cotton upon reaching Haven.

 

 

Oh and DO NOT nerf SP for this. Plenty of people out there cannot (or will not) play MP. SP needs to stand entirely on its own (as does MP's promotions) - that's WHY SP and MP are separate.

 

If one has multiple SP characters (and many do) how does it determine which one to apply the mats to? What about multiple saves within those characters?

Spoiler

 

Oh and DO NOT nerf SP for this.

I'm not saying SP has to be nerfed. I'm suggesting it being tweaked, so it would be more immersive and logical.

Spoiler



#15
C0uncil0rTev0s

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so... people do play DAMP, huh

Yeah, 8 promotions at the moment. What can I say? It's fun, but it needs to be more useful... and more fun.
Going through the same 3 locations for God knows how much times... it isn't really fun.



#16
Teddie Sage

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This would solve my crafting issues in SP mode as I love crafting a lot and I like the gameplay enough to swim through a few MP sessions once in a while. Mmm... I once suggested something like this but as I lack vocabulary, my thread soon crashed down. A different MP mode just for assisting SP's crafting, schematics and RNG problems would be actually a good great idea and would kill two birds with one stone. Some people wouldn't agree with me, but for me it means more gameplay time.


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#17
C0uncil0rTev0s

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This would solve my crafting issues in SP mode as I love crafting a lot and I like the gameplay enough to swim through a few MP sessions once in a while. Mmm... I once suggested something like this but as I lack vocabulary, my thread soon crashed down. A different MP mode just for assisting SP's crafting, schematics and RNG problems would be actually a good great idea and would kill two birds with one stone. Some people wouldn't agree with me, but for me it means more gameplay time.

For me also. It's a shame though people don't share ther thoughs on the matter.

Was hoping for more people to come by.



#18
AxeloftheKey

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Personally? I would despise having it so that Metal/Leather only dropped one per node/animal. That would drive me insane. Why would you want to make resource collection harder? That seems contrary to your desires.

 

And I don't think SP and MP should be connected in any way. Do not penalize people for only playing SP.



#19
SoulRebel_1979

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so... people do play DAMP, huh


It's the main reason some of us bought the game ;)
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#20
C0uncil0rTev0s

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Personally? I would despise having it so that Metal/Leather only dropped one per node/animal. That would drive me insane. Why would you want to make resource collection harder? That seems contrary to your desires.

 

And I don't think SP and MP should be connected in any way. Do not penalize people for only playing SP.

Er. You aren't really reading, right, pal?

I'm not saying SP has to be nerfed. I'm suggesting it being tweaked, so it would be more immersive and logical.

Spoiler

 

In fact at this point Wartable missions start being useful (15 resource pieces at once isntead of current 6), and after you capture a keep you could buy those resources with your gold. Do you see it as 'penilizing'?



#21
snackrat

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I probably would see it as penalising, yes.

 

All Fade-Touched mats are found at nodes so you should be mining/collecting regardless: thus you're really are just slowing resource collection. If anything I want them to drop MORE (and be guaranteed to drop SOMETHING - skinless animals?). Why am I killing twenty bears to make one jacket? HOW PUFFY IS THIS JACKET

 

I WOULD love more options for mat gathering, ESPECIALLY leather (barring bears, most leather droppers run away and are annoying as **** to catch). There's no resource gathering for leather (you choose herbs, metals, or mix). You are attacked by people pretty much constantly by the story so cloth is still pretty common (esp compared to MP cloth, wut).

 

As for forts, there ARE materials for forts. Not purchase (well some of them DO have mats iirc) but each fort unlocks leather, cloth, or metal mats gathering - Josie's trade contacts, Leliana at the black market, or Cullen's gathering goons. Sound familiar?

 

I SUPER AGREE the mats gathering War Table missions need to gather WAY MOER though, that's only 1-3 nodes worth (for one), and you probably aren't revisiting Skyhold every 12min (for two).



#22
C0uncil0rTev0s

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I probably would see it as penalising, yes.

 

All Fade-Touched mats are found at nodes so you should be mining/collecting regardless (1): thus you're really are just slowing resource collection. If anything I want them to drop MORE (and be guaranteed to drop SOMETHING - skinless animals?). Why am I killing twenty bears to make one jacket? HOW PUFFY IS THIS JACKET

 

I WOULD love more options for mat gathering, ESPECIALLY  leather (2) (barring bears, most leather droppers run away and are annoying as **** to catch). There's no resource gathering for leather (you choose herbs, metals, or mix). You are attacked by people pretty much constantly by the story so cloth is still pretty common (esp compared to MP cloth, wut).

 

As for forts, there ARE materials for forts. Not purchase (well some of them DO have mats iirc) but each fort unlocks leather, cloth, or metal mats gathering - Josie's trade contacts, Leliana at the black market, or Cullen's gathering goons. Sound familiar?

 

I SUPER AGREE the mats gathering War Table missions need to gather WAY MOER though, that's only 1-3 nodes worth (for one), and you probably aren't revisiting Skyhold every 12min (for two).

1. Fade-touched materials are bonus loots and i honestly think they should be way more rare. Possibly dropping from the Rifts in the shade? At least that looks logical.

2. Have an idea on that. Thinking about it.

3. NOT purchase, but War Table tasks... Which are lauphable now. That NOT purchase is a great difference, don't you think?



#23
snackrat

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MORE rare? Bar the two guaranteed obsidian ones I know of, I get hardly any. Maybe the RNG hates me, but I've seen the complete list of possible fade-touches and the most types I've had (unlocked! So included ones since used) has been ~12 or less.

MOAR. Spent hours farming for fade-touch Snofleur and got one piece (of the wrong type, and then quit out of sadness).

 

Maybe add a War Table mission of a guaranteed Fade-Touch of cloth (Josie), leather (Lel), or metal (Cullen) but it takes an hour (or two) to complete? Because the RNG is mean as heeell, and many of the FT pieces are just terrible for different playstyles (such as Beserk for mine, augh - take triple damage just for a 20% bonus?! AI can't avoid damage for s***!).

 

As for purchasing, people were gold-glitching already. You've probably seen posts upset about the patch. Make mats harder to find (free!) but purchasable (NOT free!)..? DAI isn't free-to-play, so you don't need money-sinks to 'balance game economy'.

 

I support purchasing of mats, YES (esp since if you're making your own gear, you're not buying it) but DO NOT reduce normal pickups! Games should be rewarding the players who take the time to do things themselves. If Bioware says they want players to EXPLORE the environments, then the environments need something to offer. They should not reduce node drops. Non-negotiable.

 

 

I suppose ultimately this is a moot point anyway, patching is for stability/bug-fix/engine integrity. A system overhaul, even if it were possible, will be off the cards. A DLC may introduce many of the features you mention but they won't be changing the ones already present.



#24
C0uncil0rTev0s

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MORE rare? Bar the two guaranteed obsidian ones I know of, I get hardly any. Maybe the RNG hates me, but I've seen the complete list of possible fade-touches and the most types I've had (unlocked! So included ones since used) has been ~12 or less.

MOAR. Spent hours farming for fade-touch Snofleur and got one piece (of the wrong type, and then quit out of sadness).

 

Maybe add a War Table mission of a guaranteed Fade-Touch of cloth (Josie), leather (Lel), or metal (Cullen) but it takes an hour (or two) to complete? Because the RNG is mean as heeell, and many of the FT pieces are just terrible for different playstyles (such as Beserk for mine, augh - take triple damage just for a 20% bonus?! AI can't avoid damage for s***!).

 

As for purchasing, people were gold-glitching already. You've probably seen posts upset about the patch. Make mats harder to find (free!) but purchasable (NOT free!)..? DAI isn't free-to-play, so you don't need money-sinks to 'balance game economy'.

 

I support purchasing of mats, YES (esp since if you're making your own gear, you're not buying it) but DO NOT reduce normal pickups! Games should be rewarding the players who take the time to do things themselves. If Bioware says they want players to EXPLORE the environments, then the environments need something to offer. They should not reduce node drops. Non-negotiable.

 

 

I suppose ultimately this is a moot point anyway, patching is for stability/bug-fix/engine integrity. A system overhaul, even if it were possible, will be off the cards. A DLC may introduce many of the features you mention but they won't be changing the ones already present.

 

For shade-touched mats: I've got 6 pieces, 2 of them ores, even before I got the opportunity to use them in my current playthrough.

For purchasing: it's the only way i can think of logically get mats for the Quizzy. You are forcefully put into 'errand boy/girl' shoes gathering mats which is ultimately wrong. On the other hand, I see that comparison with FTP model inaccurate as no real money are being asked for. Gold is bytes, and I'm swimming in gold on lvl 12 already (4k after i bought ALL recipies at Dalish camp and before that at Redliffe).

 

As for the last thing you've mentioned - yeah, I can see your fair point. It would be hard to make things right without fixing the failures tho...



#25
AxeloftheKey

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Er. You aren't really reading, right, pal?

I'm not saying SP has to be nerfed. I'm suggesting it being tweaked, so it would be more immersive and logical.

Spoiler

 

In fact at this point Wartable missions start being useful (15 resource pieces at once isntead of current 6), and after you capture a keep you could buy those resources with your gold. Do you see it as 'penilizing'?

It's still nerfing the amount you can get by just running around. Rather than having to spend time waiting for Operations to finish to give me resources or spend money that already needs to be spent on buying expensive schematics, it's way easier to run around and collect stuff. It also would significantly nerf the early game before you get these operations or can capture a keep. I just don't think the system needs to be tweaked. I never found it hard to get resources that I wanted. Multiplayer crafting works fine in my mind. Break down stuff you don't need to make new stuff. And most of all, the two should not cross over at all. That has been Bioware's intention since it started MP with ME3. Players who don't play MP shouldn't be penalized for losing a way to get more crafting resources.