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Will this be multiplayer friendly?

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Decimus Drake
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Will this be multiplayer friendly?

It's probably too early for anyone to know for sure and I feel a little sad having to ask this question with regards to a massively multiplayer online role playing game but after the debacle of Elder Scrolls Online my friends and I went though I thought I should ask anyway. The issue is that I read somewhere that the devs intend to make the content solo friendly and this is perfectly fine, there are plenty of good reasons to make it so the multiplayer elements get relegated to dungeon instances and raids.

To elaborate on the aforementioned debacle of ESO. Myself and few friends were looking for a mmo to play together and since we were fans of the Elder Scrolls the choice was natural. Now we wanted to play together but ESO in its appeasement of the solo player constantly thwarted out attempts. Now the first issue was that is a significant portion of the content was made with it being done solo in mind which meant as soon as we were together it became ridiculously easy and boring. The next issue may have been bug related but I think it was intentional design and that's the phasing. It's a cool idea, when the quest say the temple has been cleansed of undead the undead are actually gone from the temple. The problem is that when you're in a team it get frustrating when you can't see each other because you've been shunted into different phases which leads to the next problem. Quests updated individually not collectively. This is mildly frustrating when instead of just collecting 10 macguffins for Sessile the sidequest elf you effectively collect 40 but it completely ruins the game when each time the quest advances it throws you into different phases to individually face enemies multiple levels higher then yourselves because you all decided it was a good idea to go to a higher level area in an attempt to keep the game challenging. Finally there probably were group dungeons later in the game but we wanted something to play together not play separately then team up occasionally to play an instance. All of these barriers to playing as a group just resulted four people cancelling their subscriptions and uninstalling the game.

I can't recall where I read it but apparently the sentiment is that the game can be done solo but the best rewards will require teaming up and this I interpret as the final issue listed above i.e. a solo game with occasional multiplayer instances (this alone will stop me playing a massively multiplayer game). So a final question to consider is how can a developer strike a balance between the solo and the team?

For me sticking 'the best rewards' at the end of some raid doesn't quite cut it (the rewards never really motivate me). What I would rather see is some kind of passive bonus you get while together in a team e.g. xp, cash or something else.

Another would be that if the team required elements were to be kept to instances then the number of players required should vary i.e. not every instance should require a full team. DCUOs Duos are an example of this.

Of course forced solo missions should be the exception not the norm, quest should update collectively and not fling you into separate phases. Basically don't be ESO.

StellarAgent
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They Devs are doing their

They Devs are doing their best to create a game that Will Not require FORCED Anything. If you want to Solo, there will be Soloable missions. If you like team work, there will be Team missions.

It will be as open to your preferred game style as they can possibly make it.

Will there be missions that require a team? Of course. Do you have to play them to complete the game? I don't think they want to do that to anyone.

islandtrevor72
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If the game follows the same

If the game follows the same teaming concepts as CoH did (and by all indications it will be very similar) you should not have any of the issues you described here.

All content with the exception of trials will be solo and team friendly and content difficulty/rewards will scale up with team size (or possibly a difficulty setting).

It is unlikely we will see missions that require minimum or maximum team sizes (including solo) outside of trials.

Mission progress should occur on all who have the mission. So double collection should not be required. This might be less of an issue simply due to the fact that each character may have different missions from the paths system.

Most missions will take place in instanced locations which means the team will not be in separate 'phases' for these missions.

The game is going to be one server with shards so for missions that are not instanced, teams should always be allocated to the same shard (or to use your term 'phases').

It has not be set in stone yet but some sort of mentoring system is likely....this allows characters of vastly different levels the ability to team with all being able to contribute to progress.

You should get the teaming mechanics you want in CoT.

blacke4dawn
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Trevor got it almost

Trevor got it almost completely right, just one thing I need to correct.

Quote:

The game is going to be one server with shards so for missions that are not instanced, teams should always be allocated to the same shard (or to use your term 'phases').

The kind of phases that he is talking about is where the world map/environment has actually changed due to completing certain quests, which is completely different from having a megaserver with shards. Best example I could think of is the [url=http://wowwiki.wikia.com/wiki/Phasing]phasing in WoW[/url].

I don't think I've heard that this phasing would be used in CoT but if they bring it in and they "stay true" to CoH then it should "phase" everyone to the point that the active mission is at.

islandtrevor72
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Quote: The kind of phases
Quote:

The kind of phases that he is talking about is where the world map/environment has actually changed due to completing certain quests.

Thanks for clarifying. Had limited experience with ESO and pretty much only dipped a toe in WoW so did not know about this phrase.

Decimus Drake
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Thanks for the replies. The

Thanks for the replies. The phasing would have been great, it makes you feel as though your actions have an impact one the world, had it not created such a barrier to us playing together. It was that I could always find a team in CoH and the mentor and LFG system helped in that. Personally I feel that if they are to make much of the content so that it can be played solo then they should aim to facilitate team play as much as they can.

islandtrevor72
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I honestly think you are

I honestly think you are reading too much into the term 'solo friendly'.

The fact that will have mission difficulty that scales up based on team size, a robust team search function, increased rewards while teaming and the mentoring system coupled with an optional difficulty slider should be enough to make teaming a desirable choice.

Trying to further 'facilitate team play' will only result in team play getting the lions share of the development.... that would aggravate the solo crowd. Best to just present both solo and team play as equal choices and let the players themselves decide which they want.

Redlynne
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I prefer to think of it as

I prefer to think of it as all of City of Titans being designed from the beginning for Team Play ... with the minimum Team Size being 1 and the maximum Team Size being 8. That way, the "solo" experience is simply a subset of Team Play, rather than a separate entity all on its own with Team Play being the variant to be accounted for (somehow).

So START with Team Play and "evolve" back towards accounting for Solo.

That then brings about a very different focus and mindset of STARTING with Solo and then kludging on a Team system for when people aren't playing solo.

Yes, it's a half-empty vs half-full kind of difference, but when what you're really wanting to measure is the water instead of the air ...

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blacke4dawn
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Redlynne wrote: Yes, it's a
Redlynne wrote:

Yes, it's a half-empty vs half-full kind of difference, but when what you're really wanting to measure is the water instead of the air ...

Even that comparison is useful when dealing with mindsets, which is what you are addressing in your post.

I can only agree, starting with the mindset of making it a multiplayer game that is "solo friendly" will produce a better result in this regard.

Cinnder
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CoX had that kind of phasing

CoX had that kind of phasing in a few limited instances (I think it was only the starting content and the DA Incarnate arc), but it didn't limit teaming because all players on a team automatically experienced the team leader's phase. I don't know if CoT will have that kind of phasing (I hope it will, but I haven't heard as much) but I'd expect them to solve that problem in the same way.

Spurn all ye kindle.

Empyrean
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I soloed a LOT in CoH and

I soloed a LOT in CoH and about the only reason I teamed was that it was just so easy-breezy and the people were so awesome in general. Also, there wasn't much I couldn't do solo, whether it was designed for solo or not, due to how powerful heroes could become and mission difficulty scaling options.

I think Red is spot on and it sounds like it's in the spirit of (perhaps even precisely the same as) the way CoX approached it. Develop with easy, fun team play in mind, with a minimum team of one.

FIGHT EVIL! (or go cause trouble so the Heroes have something to do.)

Truvidien
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I did a lot of missions with

I did a lot of missions with a friend and my brother. We were young at the time so we thought it was really cool to go with a element theme team and that's what we did. One of my fondest moments of playing CoH was farming the Winter Lord and getting massive XP and going from like level 1 to level 10 lol. It is off topic but got carried away in thought..

Izzy
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Farming by players, for

Farming by players, for themselves, to level up.. isnt so bad for the game. Means more ALTs. ;)
Problem comes when we introduce Gold Farmers to the game. :P

Redlynne
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blacke4dawn wrote: Even that
blacke4dawn wrote:

Even that comparison is useful when dealing with mindsets, which is what you are addressing in your post.

I can only agree, starting with the mindset of making it a multiplayer game that is "solo friendly" will produce a better result in this regard.

We make every pretense of competency around here. ^_~

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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]