Promote grouping!

holo

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Bonus exp for having 3 different classes, maybe 30% for 3 diff, 40% for 4 and 50% for all?

Not OP for Tstorming wizards, guarantees good group dynamics.

How about a boss with the AI that it changes it's attack based on the class it has targetted. So it would Bolt/shoot range classes, and melee the melees. Would help it not being soloed imo. Also give all bosses an attack that does like 500 damage, split over every player in it's range. So 1 shot while solo, 100dmg in a group of 5. That would also promote grouping a lot.
 

Tai

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I can't say I've noticed a need for this? On other servers with smaller usercounts I've always pushed this idea but with the playerbase on here I have never had trouble getting groups.
 

holo

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I can't say I've noticed a need for this? On other servers with smaller usercounts I've always pushed this idea but with the playerbase on here I have never had trouble getting groups.

The question you should ask is: would it negatively affect the server?

Even if it causes 10% of the solo players to group, and make friends, surely that alone is enough to warrant it being considered? These days mir has become a solo player game, most have played enough to handle themselves and thus tend to keep to themselves even in guilds. The only time I really group is for guild hunts, which is a shame to me really. I have no incentive to level with people who are lower level or do less damage, hell it's less than no incentive, I'd level slower!

Anything you can do to promote group is fantastic imo. Regardless of user count, the players are pretty much exactly the same people. There are enough people to group with, but no real reason to group with them to be brutally honest...
 

Tai

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Like I said, I've never had an issue with grouping here. Group leveling is already faster than solo, so why do they need to boost it lol?

Solo players or greedy/selfish players will always be that, regardless of a group buff imo.
 

holo

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Like I said, I've never had an issue with grouping here. Group leveling is already faster than solo, so why do they need to boost it lol?

Solo players or greedy/selfish players will always be that, regardless of a group buff imo.

Then you are lucky. Sadly your personal experience isn't representative for everyone.

Grouping isn't faster than solo, not by a long shot. The only way it is faster is if you are doing less damage than your partner/aren't pulling your weight. Afaik currently the exp is simply split in half, adjusted by level. If you do 50% of the damage, and you get 50% of the exp, how are you leveling faster than doing 100% of the damage and getting 100% of the exp? Granted you can hunt bigger mobs in a group, but lets be honest the instead in difficulty isn't rewarded nearly as much as it should be. Again, afaik, exp isn't linked to mob HP, but rather an arbitrary number made up by the feel of the area. There are exceptions to the rule, like Tstorming as 2 wizzies in PT, but for the majority of the game the same principle applies.

I'm not really a solo player, I prefer to group if I'm honest, but if my goal is to level asap then it's simply inefficient to group with anyone, at least anyone that does less dps than me. Other games have things like mentoring system than actually promotes helping lower levels, here? They are a complete drain on you...

Grouping is completely unpromoted on mir to the point that I bet the majority of bosses are killed solo, or would be if the person killing it could solo it. The only time I've seen grouping promoted was for the lords, and in normal mir style it caused more conflict between players than it made random players to group up together.
 

czeldabolg

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Easily exploitable, group with low levels, gain exp buff, if same map again, just move them to a safe area, gain extra exp. Too many ways to exploit it. The purpose of group hunts is to kill monsters faster and to gain more exp anyway, you don't need a buff to promote that.
 

Razarus

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Lots of people that hunt solo do so not because they want to avoid people or that they greed, its because they get to hunt at their own pace without waiting around or feeling bad for making someone wait around.

I hunt solo and in places i can log in and out of. I might sit down thinking i have an hour but things come up that needs me to log 2-3 times in that hour.
I and others like me should not be at a disadcantage because we cant group as often as others.


I do like the idea of a boss that deals 1500 damage per attack but is shared out across all in range
 

Dante83

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I tend to solo a lot because unlike a lot of players I don't often stand around in town I pot I hunt I repair and repot and go back hunting. The only time I really group now is on boss hunts. I will agree with you that exp hunts can be good fun even if you are a higher level but the bigger guilds don't seem to do them. I do not know which guild your in but I believe there are guilds out there that still do guild hunts and have players that also want to group with you. I used to have a few people I grouped with on Euro regularly. Thats my thoughts anyway hope you find some other people that would like to group hunt with you.
 

d1craig

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Easily exploitable, group with low levels, gain exp buff, if same map again, just move them to a safe area, gain extra exp. Too many ways to exploit it. The purpose of group hunts is to kill monsters faster and to gain more exp anyway, you don't need a buff to promote that.

im pretty sure he doesnt mean you get 150% of what the mob gives. i see it as more of an increase in the amount you get atm. hard to explain.

in a group the exp gets split 5 ways so thats 20% each
in a group with this system the exp is split 5 ways so its still 20% each plus 50% which = 30% exp

could you not make it so if some of the people in the group are not receiving exp then the bonus for that player (eg the assasin) is removed until he starts getting exp again? im no coder so i dont know if thats possible, it works with drops though.
 

Tai

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Lots of people that hunt solo do so not because they want to avoid people or that they greed, its because they get to hunt at their own pace without waiting around or feeling bad for making someone wait around.

I hunt solo and in places i can log in and out of. I might sit down thinking i have an hour but things come up that needs me to log 2-3 times in that hour.
I and others like me should not be at a disadcantage because we cant group as often as others.


I do like the idea of a boss that deals 1500 damage per attack but is shared out across all in range

Then this suggestion wouldn't benefit you..

---------- Post Merged at 09:07 PM ---------- Previous Post was at 09:02 PM ----------

Then you are lucky. Sadly your personal experience isn't representative for everyone.

Grouping isn't faster than solo, not by a long shot. The only way it is faster is if you are doing less damage than your partner/aren't pulling your weight. Afaik currently the exp is simply split in half, adjusted by level. If you do 50% of the damage, and you get 50% of the exp, how are you leveling faster than doing 100% of the damage and getting 100% of the exp? Granted you can hunt bigger mobs in a group, but lets be honest the instead in difficulty isn't rewarded nearly as much as it should be. Again, afaik, exp isn't linked to mob HP, but rather an arbitrary number made up by the feel of the area. There are exceptions to the rule, like Tstorming as 2 wizzies in PT, but for the majority of the game the same principle applies.

I'm not really a solo player, I prefer to group if I'm honest, but if my goal is to level asap then it's simply inefficient to group with anyone, at least anyone that does less dps than me. Other games have things like mentoring system than actually promotes helping lower levels, here? They are a complete drain on you...

Grouping is completely unpromoted on mir to the point that I bet the majority of bosses are killed solo, or would be if the person killing it could solo it. The only time I've seen grouping promoted was for the lords, and in normal mir style it caused more conflict between players than it made random players to group up together.

Sins and warriors level faster with a tao and vice versa. 2 wizzies together level faster with TS. In a larger group you can rumble places like Hell for decent exp and drops. Group promotion = sorted.
 

HarryH

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Hunting in a group of 2/3 I get slightly more exp than if I hunt solo. Any more than 3 and my exp starts to drop very quickly, some mass group dynamic might be what the OP is talking about.
 

Ardbeg

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Some people prefer to play solo, simple as that.
That said, you can "force" a group by making a map, be it province or KR, accessible only by a group of x players at y levels. A bit like battleground used to be.

You'll then get people complaining about penalising solo players.

Whatever the setup of a server, some will always dislike aspects of it.
 

Vulcan

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Places like orcs and JD would be prime examples of group places if the mobs dropped some half decent items,
 

Paloma

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Some people prefer to play solo, simple as that.
That said, you can "force" a group by making a map, be it province or KR, accessible only by a group of x players at y levels. A bit like battleground used to be.
.

Preferring to play solo in a mmorpg should have penalties. You want to solo go play your console with twitter open.
I suggest that the game was conceived as team/group experience the 3 heros worked well together. The E Asian mind set of working together to achieve greater things than individuals.
Soloing probably look likes self indulgent self obsessed undisciplined western decadent selfishness.
Sounds about right really
 

holo

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Then this suggestion wouldn't benefit you..

---------- Post Merged at 09:07 PM ---------- Previous Post was at 09:02 PM ----------



Sins and warriors level faster with a tao and vice versa. 2 wizzies together level faster with TS. In a larger group you can rumble places like Hell for decent exp and drops. Group promotion = sorted.

Pretty sure the damage output plus poison Inc of a Tao is still lower than the damage of a sin. But even so, you'd need 3 diff classes to get 30℅ increase, and at that point the mobs will be so quickly it will still be slower than solo for most areas. Tstorm wouldn't work with what I suggested, you'd need 2 wizzies and 2 other classes to even start getting the bonus, and at that point you'd be getting 1/2 what you'd get duo, the other 2 wouldn't be adding anything tbh, and that's the issue. How often does a Tao war win or archer get invited to join 2 wizzies tstorming?..

As for hell, during one of the events I went with a war. It was decent exp duo I guess but I can see it being meh in a large group. Can also see some classes being left out too, which increasing exp based on mix of classes would help.