Big_w_powah
Trakanon Raider
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Of course, theres the option of more than one type of scaling.Miele said: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.
To use Baal for example; He is designed to be taken with 6 people.
If you can take him solo, great, but less loot/less rare loot drops.
The closer you get to 6 (say, up to 4-5) your rewards increase. If you kill him as designed, special events happen...The higher you get above 6, the scaling goes back down in terms of loot.
Alternatively, Baal is capable of exploiting certain attacks if theres too many/too few players (lets say, if theres too many players there, its worth his while to turn the entire floor into molten lava, but he doesn"t do it when theres fewer because of the damage it causes him/ammount of energy it takes him to do)...This drastically increases difficulty. If theres too few, he gets cocky and figures a good swipe will pwn you bitches, so he turns his weapon into brimstone, swings it hard as fuck, and takes you all out with massive damage. Again, increasing the difficulty.
Rewards would of course scale. Special drops for X+/-Y, special events happening.
Maybe that swing kicks out the wall behind you, and opens a passage to Baal 2.0"s chamber, while turning the floor into lava allows Baal"s daddy to come up...So maybe you don"t actually get to kill Baal--you just have to fight him, survive long enough for the special event, and then you actually get a different boss to fight..Dynamic dungeon? Check. Encounter Scaling? Check. Awesome fun shit? Check