Flight said:
Disappointed not to get some feedback from anyone on how well, or not, these work in FFXI.
A big part of the success of these systems, apart from offering scalable content depending on how many players participate (solo option is important as shown by AO) is that they scratch that dungeon "exploring" urge. Tile sets generate random lay outs so you can"t "spoiler" the content. Also, they can be implemented to be appropriate for what classes are present (eg you have no tank then mobs hit not quite so hard with less attack power).
Part of the key to them, as with the Anarchy Online system, is having a number of variables that effect the content of the randomly generated dungeon. Anything from how tough the mobs are, to whether to have locked content (for Rogues), to whether mobs are mystical or human. There are lots of options on how this could be implemented.
Anyone have any further ideas for a similar system. One idea I thought of was that you could choose to have trade skill resources drop off mobs / bosses / resource nodes. Maybe these resources aren"t available in the outer game world or instances and maybe they would be no drop. You could even have rare no drop trade skill patterns drop in there. There"s just been practically zero adventure content for trade skillers and this would be a nice option.
There"s a zillion things you could do if you brainstormed this. Ideas ?
First and foremost, developers keep encouraging people at grouping to get better rewards (loot) and such a system would not be so enticing because if the standard paradigm "more people = better loot" is applied, I bet a small percentage of the population would give a damn about scalable content and always shoot for the best stuff.
Possible exceptions would be:
1) people that want to see the so called end game, but do it with just a couple of friends, say your standard 4 to 6 players clique.
2) Die hard soloers.
Obviously, given scaling difficulty, one will argue that 5 people content is easier than 25 people content (which is very debatable, but it"s kinda accepted as true), so the loot would be inferior and this would preclude the small groups to partecipate effectively in other type of competitive content, for example PvP, where they would never have the upper hand.
As of today in the 2 MMOs I played the most recently, all group content is at least 3-mannable, in some cases even two mannable, except for gimmick fights or specific boss mechanics, if the players involved are above average quality.
In short this system would require a total re-thinking of the standard loot progression system (solo->group->small raids->large raids), the pvp system and the type of rewards obtained from such activities.
It could end up as the second coming of Jesus for MMOs or as a waste of development time, depending on the approach taken.
Take for example EQ2: at one point they introduced solo instances, which were pretty much short caves filled with solo mobs and a slightly tougher solo mob at the end. The problem is that the rewards for these instances were total crap, thus they were left collecting dust by the vast majority of players and soon forgotten.
If today in a game like WoW they would introduce a scalable instance mode, people would complain that loot is shit when less than 5 people are involved, or it"s so easy for class_01 while class_05 suck balls at doing it.
It"s already amazing how 10 men content is often harder than 25 men content (if you can call that "hard" at all), yet offers inferior rewards, the further you push the slider towards the low number of players, the louder would be the complaints.
In a game where progression is not necessary tied to loot and/or not so adamantly defending old paradigms as stated above, this system woud have the possibility to work, with one big cost associated: you transform a MMO into a glorified Diablo; if I can kill Baal alone, why would I want more players to take my rewards?
From my personal point of view, disregarding the potential negative effects, I"d love such a system as I don"t enjoy pugging really much, so me and friend or two could see everything (and it must be everything) without needing to invite morons in our groups.
Added risk: In the moment developers start saying "but if you face a dragon in 2 the fight is not epic enough" the system collapses (aside from the fact I think it would be a lot more epic facing a big monster with just two people).
Last but not least you"d have to rethink your class system: if you need a person to keep the monsters attention (read: tank) and another to cure or heal, you are in a terrible situation. Some smart player may come out with kiting techniques that work, but tank and spank risks to be a lot easier to perform.
A job system wouldn"t help much, if all you get to do with it is switching to tank+healer to duo instances, let alone if you have to solo them where everyone would switch to "best soloing class".
Maybe creating a game from the ground up with this in mind is doable, but trying to attach such a system to a typical MMO of today would result, in my opinion, in a massive failure and for some reasons I don"t think Copernicus is shifting that far away from our current paradigm, even if they won"t wow-ify it too much, I bet there will be a typical tank+healer+dps trinity involved.
I"d love to lose that bet and for them to amaze with something innovative.