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Multiplayer suggestions master thread [02.10.2015] [UPD2]


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#1
C0uncil0rTev0s

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So - Dragon Age: Inquisition multiplayer.

 

Classical 4-men party struggling to do something useful as Inquisition Irregulars. Random generated maps with some variety in level design. Random generated loot system, which works sort of weird. 12 brave warriors, rogues and mages to deal with any threat and stop by the bugged door. 

However system isn't perfect at best so we can find a few things to improve here.

 

Content Issues

 

For now I can say that from the content side I almost like DAIMP. Few tweaks here and there should do nice though. Like, er:

1. While 12 classes are pretty different in means of a gameplay, most of them lack that individual feel post-game and make little difference in cooperating. Some of them aren't needed at all and are not usually picked (like katari or templar).

2. Random loot sometimes give us purple (ultra rare) items that we won't use (either low-level or double drop). And we still have to break those precious things into scraps, even if those might cost a fortune.

3. MP Gameplay doesn't really encourage people to play as a team. Basically it's 4 players competing for kills each goddamn time.

4. Player class choice doesn't really have an impact of how match objectives go. This is a sort of wasted opportunity that is rather easily fixed. 

5. Content is too much repetitive, so only the 'farmy' ones will play DAIMP for long. There's little interest in going on after you got some items for your fav class. 

6. Armour crafting has too little impact on gameplay. Specially when you count the effort to get it.

7. Treasuries don't feel like treasuries. Those lootboxes we loot after defeating the guardians don't look like treasures. Mostly. 

8. Multiplayer doesn't have any impact on the Singleplayer campaign, and since that is sorta disconnected. It's hard to find a reason to play MP apart from the very concept of cooperative gaming.

9. Reward chests that are bought in the shop aren't really rewarding. For 1200 gold (and that's 1 Perilous run or 2 Threatening) you just get flooded in good-for-nothing low-level items. This makes gold farming in MP pointless and overall less fun.

 

Content Suggestions

 

1. Basically all of the 12 classes are just generalized player-controlled monsters of very, very average. There's nothing truly special about them. Since that I'd say we could have some class-specific abilities (or buffs) for each class:

 

Spoiler

 

2. Why not let players scrap valuable items (blue/ purple) for gold? As purple ones are meant to be ultra rare, let those cost around the big chest (1000+ gold), while blue ones somewhat around the middle chest (700+ gold).

 

3. For now you gain just a total of a party accumulated experience. with all your efforts put into a single line in the postgame credits table which I find wrong. I think that medals should be awarding players with XP, with the most precious three (reviving team members, taking part in combination strikes, surviving the battle to the end).

Players will be awarded for the very teamplay, not for running around and brainlessly gunning things.

 

4. Sidequest objectives might take longer or faster depending on the character to take part in it. Like this:

 

Spoiler

 

5. While the best way IMAO to make matches be different is to invent the new match types and add brand new big content (like whole new surroundings and custom-build instances like crafting ones), sidequests can make a big difference, too. Here are some ideas for future SQs:

 

Spoiler

 

 

6. Crafted armours can be granting the more powerful class bonuses (look up to part 1) on each tier:

 

Spoiler

 

7. Divide the loot from treasure lootboxes into two parts: an amount of gold (something you get any time you loot a box) and an additional loot (up to 4 items, depending on the number of the players in the party). Chances of finding bonus loot could be increased via adding class-specific non-battle bonuses, some of which are listed above.

 

8. There is an idea to bind MP and SP with revamped crafting system. Details here.

 

9. This problem was successfully solved in ME3 MP by inventing different types of reward boxes: Spectre packs (1 random Rare or better item guaranteed to drop), Premium Spectre packs (2 random Rare or better items guaranteed), Arsenal Packs (same for Premium Spectre with higher chances for weapon loot) and Reserves Packs (same for PSP with higher chances for class cards drop).

 

I honestly believe that no one will sue you for copying THIS system as it works. Specially with the upgrades system that is implemented in DA:I. Specially if you decide to put schematics into those MP Reward Chests (my dream for the last months). (Heads-up by SGrant7)

 

 

Performance Issues and Suggestions

 

1. "I suggest placing the maps on the server as in an MMO and only pass the minimum data, as something in that data is triggering instability.  

The other option is a highly customizable NPC that can help, so just two people could play as 4" - b10d1v

 

 

 

If you feel like contributing in a new POV on multiplayer problems or the ways to solve the problems we've faced - feel free to make your proposals in this thread.


  • SGrant7 et Ncongruous aiment ceci

#2
Teligth

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So - Dragon Age: Inquisition multiplayer.

 

Classical 4-men party struggling to do something useful as Inquisition Irregulars. Random generated maps with some variety in level design. Random generated loot system, which works sort of weird. 12 brave warriors, rogues and mages to deal with any threat and stop by the bugged door. 

 

So much fun if we put bugs aside, right? Now let's think how Multiplayer could be more fun!

 

For now I can say that from the content side I almost like DAIMP. Few tweaks here and there should do nice though. Like, er:

1. While 12 classes are pretty different in means of a gameplay, most of them lack that individual feel post-game and make little difference in cooperating. Some of them aren't needed at all and are not usually picked (like katari or templar).

2. Random loot sometimes give us purple (ultra rare) items that we won't use (either low-level or double drop). And we still have to break those precious things into scraps, even if those might cost a fortune.

3. MP Gameplay doesn't really encourage people to play as a team. Basically it's 4 players competing for kills each goddamn time.

4. Player class choice doesn't really have an impact of how match objectives go. This is a sort of wasted opportunity that is rather easily fixed. 

5. Content is too much repetitive, so only the 'farmy' ones will play DAIMP for long. There's little interest in going on after you got some items for your fav class. 

6. Armour crafting has too little impact on gameplay. Specially when you count the effort to get it.

 

Here below we'll try to suggest the way to go around those misfits:

 

1. Basically all of the 12 classes are just generalized player-controlled monsters of very, very average. There's nothing truly special about them. Since that I'd say we could have some class-specific abilities (or buffs) for each class:

 

Spoiler

 

2. Why not let players scrap valuable items (blue/ purple) for gold? As purple ones are meant to be ultra rare, let those cost around the big chest (1000+ gold), while blue ones somewhat around the middle chest (700+ gold).

 

3. For now you gain just a total of a party accumulated experience. with all your efforts put into a single line in the postgame credits table which I find wrong. I think that medals should be awarding players with XP, with the most precious three (reviving team members, taking part in combination strikes, surviving the battle to the end).

Players will be awarded for the very teamplay, not for running around and brainlessly gunning things.

 

4. WIP

 

5. WIP

 

6. Crafted armours can be granting the more powerful class bonuses (look up to part 1) on each tier:

 

Spoiler

 

If you feel like contributing in a new POV on multiplayer problems or the ways to solve the problems we've faced - feel free to make your proposals in this thread.

See as opposed to the ME3 MP, this one feels really lazy. Yes you get to play all the classes, but that's only if you take the time or get lucky enough to find a character card. I don't see the point of trying to get better gear since it's all so random and what is the reward at the end of it all? What's the ultimate point? We aren't playing the missions from the war table. We aren't the bulls chargers who have been established with all of their own quirks. Also the whole cheap cash in with the chest for real currency...it makes me really worry. For the life of me if I could free Bioware from EA, I would.


  • flexiblebadger aime ceci

#3
C0uncil0rTev0s

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See as opposed to the ME3 MP, this one feels really lazy. Yes you get to play all the classes, but that's only if you take the time or get lucky enough to find a character card. I don't see the point of trying to get better gear since it's all so random and what is the reward at the end of it all? What's the ultimate point? We aren't playing the missions from the war table. We aren't the bulls chargers who have been established with all of their own quirks. Also the whole cheap cash in with the chest for real currency...it makes me really worry. For the life of me if I could free Bioware from EA, I would.

Well there was an idea of mine about crafting instances, so that MP matches make sense. Here, take a look.



#4
b10d1v

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Good ideas and I envy you as I still can't get the !@#@ MP system to work.  I can only comment as a single player as adding anyone results in a crash. 

 

Having the armor sounds is nice, but having to wait on them because of the slowed motion or having light units scout and bait traps sounds like a good plan.

 

I suggest placing the maps on the server as in an MMO and only pass the minimum data, as something in that data is triggering instability.  

The other option is a highly customizable NPC that can help, so just two people could play as 4. 

 

Wish I could get far enough to comment on the rest, but it looks good!


  • luism et C0uncil0rTev0s aiment ceci

#5
luism

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Give us a way to create some content for these games with some dungeon builders ala eq 2.
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#6
C0uncil0rTev0s

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Give us a way to create some content for these games with some dungeon builders ala eq 2.

Multiplayer mods are pain, you see. Those are responsibility Bioware can't take for Dragon Age: Inquisition, so I guess you take it as a standalone suggestion on forums.



#7
C0uncil0rTev0s

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Bump. Folks, sound your voice!
There's a chance developer team would listen.



#8
SGrant7

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Have to say, those are pretty spot on ideas!

I'm sure most of the community would agree to these.

One thing I've heard discussed with many people in matches is the ability to buy a better chest with a guaranteed good drop. A chest that guarantees a rare or unique that is lvl 15+. Far too often I get a unique or rare item that is lvl 6 or lvl 10. They are a waste and not worth much. Sure they can give a few good items from salvaging, but not enough. Your idea on giving gold for salvaging them would certainly take the pain away a little.

I would easily pay double what a large chest costs to get a chest with only a few items, one of which is guaranteed to be decent or new armor.

Edit:
When I said "Far too often I get a unique or rare item that is lvl 6 or lvl 10", I meant in the off chance that I actaully get one of these items, far too often they are a low level drop. It's not like I get a ton of these drops by any means. Just wanted to clarify that incase someone thinks I'm getting a lot and complaining about it...



#9
flexiblebadger

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Give us a way to create some content for these games with some dungeon builders ala eq 2.

best idea i have read on this forum ever, i would create the **** out of some maps


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#10
C0uncil0rTev0s

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Have to say, those are pretty spot on ideas!

I'm sure most of the community would agree to these.

One thing I've heard discussed with many people in matches is the ability to buy a better chest with a guaranteed good drop. A chest that guarantees a rare or unique that is lvl 15+. Far too often I get a unique or rare item that is lvl 6 or lvl 10. They are a waste and not worth much. Sure they can give a few good items from salvaging, but not enough. Your idea on giving gold for salvaging them would certainly take the pain away a little.

I would easily pay double what a large chest costs to get a chest with only a few items, one of which is guaranteed to be decent or new armor.

Added to the list, thank you.



#11
SGrant7

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Added to the list, thank you.

Thanks! ME3's chest/pack system I think worked great! I admit I actaully spent real world money on them from time to time.

With the current system in DA:I, I have never felt the urge to purchase these chests with real money. I don't feel that they are worth the real world cost as the in game cost hardly justifies their purchase with how poor the drops are.


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#12
Benman1964

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Balance potions .... what to do with like 100 fire-potions or electrical ones. Make 'm salvageable.  <_< Or make it so that you can alter them into fire grenades or stun grenades. Who ever buys potion chests?


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#13
C0uncil0rTev0s

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Balance potions .... what to do with like 100 fire-potions or electrical ones. Make 'm salvageable.  <_< Or make it so that you can alter them into fire grenades or stun grenades. Who ever buys potion chests?

Same thing with ME3 stuffs. I do still have loads of different medigel packs and boosters... Don't think this will be ever solved.

Maybe some day there would be more enemy factions to face?..



#14
Kmaru

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I do agree with you guys.

The MP system pushes the players to be individualists. The result is the rush to kill, to get gold medals and points, no co-op at all. That is also making some characters/classes obsolete. On my first playtrough i was wasting energy and time trying to help and protect  team mates with my habilities, then i ended up like most of the players : Arcane Warrior, Elementalist, Hunter...


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#15
C0uncil0rTev0s

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Any more ideas, folks?



#16
smooth_operator

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Give us random enemy (and enemy type) placement and a Horde mode.  Allow enemies to capture or stasis other players where friends have to come rescue (like L4D) or they'll die.  Add more missions between zones. Change the scoring system to encourage more team work, and add a medal for revives or defends. Throw in a dragon that players can kill for a lot of gold bonus. 

 

Nerf the AW class so theres at least some consequence to running solo and abandoning the team. Review all the stat bonuses to make sure they're calculating properly, some items seem to be inconsistent. More maps and maybe just one more difficulty that scales to the players stats (like those with very high constitution and willpower).



#17
Naphtali

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the foundation is garbage, there is nothing that can be fixed about DA! multiplayer.

 

ME3 combat is based  on skill, ingenuity,  and inventiveness.

DAI is strictly ability and gear.

 

if you don't go down a linear path you will be nearly non effective. Example:  Any mage class that has barriers has to have barriers heavily invested otherwise you'll die to easy and often.

 

It feels more like a generic Tolkein ripoff on ps2....allow DAI to rest in peace



#18
C0uncil0rTev0s

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the foundation is garbage, there is nothing that can be fixed about DA! multiplayer.

 

ME3 combat is based  on skill, ingenuity,  and inventiveness.

DAI is strictly ability and gear.

 

if you don't go down a linear path you will be nearly non effective. Example:  Any mage class that has barriers has to have barriers heavily invested otherwise you'll die to easy and often.

 

It feels more like a generic Tolkein ripoff on ps2....allow DAI to rest in peace

And then people get offended by my criticism. :D


  • Naphtali aime ceci

#19
VodCom7

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  • Unlike the ME3MP, DAMP makes leveling mandatory if one wants to compete at high difficulty. I'd suggest to rework this so leveling allow players to diversify their skills (like in ME3) and passives at their disposal instead of just being a power creep
  • Possibility to convert a useless purple item to either gold or chose materials instead of random salvage
  • The font room strategy is boring and broken. I do not have ideas on how to fix this, yet it should be.
  • Consider introducing new factions with DLCs, these factions can make up new ennemies in single player DLCs as well.
  • If you want to include new characters, they should have very different playstyles from the ones that are already present.

That's all I'm remembering right now.