to get the "maxed out stuff" then play again, the way to the top is the challenge. I think the whole idea of playing solo inbetween a MP round, is a common way of thinking for computer gameing and differs from table tops or RP in general. Might be hard to determin what "good values" would be for that. These could be synched without disturbing the balance and blocking quests/story for the ppl that waited for the group. Not much teh game can do here, need groups that do not do solo runs (but then the whole post here would be redundant.).Īnother "solution" might be that the host gets the "main safe" and the others only "client saves", where clients can only do "jobs" and get XP, gold up to a certain amount. When i finish a quest solo and go back to my group, jsut to do the same quest again, i might get teh same reward again (unless they are hard counted, what should be difficult with the random rewards and jobs).ģ) Solo players in groups will outlevel the others and pull them along. Because groups playing MP only, will still want all to progress and not just the host.Ģ) Items and rewards will double, triple. That way the whole "guild systems" is kind of redundant, because its just groups (ppl) comeing together, but it would solve the problem in a non RP or logical way at least.Īt least 3 new problems will come out of this:ġ) Quest-Job-whatever-status needs to be host sided and individualy updated (same for items and such). and when you play MP, everyone can use everything she/he has progressed. Solo playing ppl in the group would overwrite the save of the ppl that did not play solo.Ī solution that would allow progress in solo and MP parallel, should save the profile of the individuell players, concerning XP, items, cards, etc. I can see why the progress of the game will not be synched.
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