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





Retour en haut







