You are not logged in.

Applications: [GameMaster: OPEN] | [Volunteer Testers: OPEN]


This forum will be permanently shut down on Friday 13.07.2018
Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.

1

Thursday, February 23rd 2012, 3:01am

2 or 3 Man Instances

Ever been in a situation similar to this? It's late/early/non-peak time, and you want to run something. You manage to scrape together 1 or 2 other similarly geared players, but no matter how much you try you can'
t seem to find more that are at a comparable gear level. Well, we can't run something normally at our gear level, because that generally requires a full group or people ABOVE the gear level. So one is forced to either go to a less rewarding, lower difficulty instance even though they're geared for higher, simply because they cannot find the people.

But what if there were instances specifically designed for 2 or 3 people to run? I imagine that there are 2 reasons against this. One being that these instances would be spammed solo by someone only slightly more geared than the instance. That can be solved rather simply by implementing strategies to the bosses that absolutely REQUIRE 2 or 3 people. Think Mantarick/Sydaphex in Hall of Survivors. The boss is literally(and I mean literally) impossible without 5 people, or 4 people with one of them being a warden because of the mechanics of the fight. Implement creative boss strategies such as this(or more simple solutions like % damage being split among the group...say 120% split for a 2 man instance, hits through immunes....this would kill a single person outright, but be able to be done by 2 people) and this problem will be avoided.

The other reason would be that people would run those in lieu of the 6 or 12-man instances if they could get comparable rewards. This can be solved in a number of ways. A simple way would be to make the drops from that instance more "unconventional", similar to guaranteed mento pull stats. For example having plate armor with +MP ghost stats, having a sword with more mdam than pdam, cloth with physical accuracy, leather with mcrit, etc.

Another solution would be to make the instances drop completely out-of-the-ordinary things. Guild Rubies, Guild Stones, Guild Runes would give people to farm something that helps their guild instead of helping themselves(mentos). Unique furniture and costume items could be another alternative. Could also give item set skills that are largely bizzare and/or useless. For example, one could light your head on fire, and give you fear for 10 seconds. Another could transform you into a snail and reduce movement speed by 90% for 10 minutes(removable). Something "fun" like +200% unarmed damage. Even new emotes(backflip, juggling your weapon/weapons) or joke items.

Or you could go with a more "useful" route and drop more conventional things, but make it more similar to chapter 1 instances in that purples are not guaranteed(this could boost sales of luck potions and loot runes...wink wink nudge nudge froggy). Or drop "gasha" style items that give one of multiple things(maybe even include cash shop items?).

Just an idea I was mulling over, while trying to find 6 people to run something.
Govinda:

72/5X/5X P/M/K - Aldaris[Midgard]

2

Thursday, February 23rd 2012, 9:55am

there already are 2 or 3 man instances... WA... RT... ZS... CotWD... HoS... get where I'm going with this?

3

Thursday, February 23rd 2012, 10:04am

I kind of like this suggestion, but like you pointed out, there may be some faults. Im sure the specifics could be hammered in, but I don't see this happening soon as content for the next chapter is most likely already in the works/finished.

Like the idea of mini instances though.

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.

aardvark3

Professional

Posts: 866

Location: reni server

Occupation: retired

  • Send private message

4

Thursday, February 23rd 2012, 1:21pm

What is the matter with solo instances? A great number of people are true solo players and only join groups when they have to. This game totally ignores them. Why not instances that are designed to be solo? Make the available only once a day like the daily quests if you don't want people to spam them.

MegaMouseSEC

Professional

Posts: 1,240

Location: South Mississippi

Occupation: River Boat Pilot

  • Send private message

5

Thursday, February 23rd 2012, 6:15pm

Although I am a solo player (I prefer to be alone or with guildies), I like this. I know of other games that have similiar instances. Now like the OP ahs stated a couple instance have bosses that are damn near impossible to do without a full group. Revamping these bosses may not be something that can be done. But for other instances that do not have such bosses it is entirely feasable, just a bit of programing magic.
Too add to this they should scale the difficulty of instances to what the groups total gear score is and not let players ROFL-Stomp their way through them. It is truly no fun to just go into somewhere with someone way over geared for something (unless that person is assisting lower level players) and watch them own everthing without blinking an eyelash.
I personaly like the idea of solo dungeons especialy for quests.

RoMage

rustyx is lame rogue

Posts: 2,694

Location: web

Occupation: DB Admin

Mood: Unsure

  • Send private message

6

Thursday, February 23rd 2012, 7:39pm

Quoted from "aardvark3;512299"

What is the matter with solo instances? A great number of people are true solo players and only join groups when they have to. This game totally ignores them. Why not instances that are designed to be solo? Make the available only once a day like the daily quests if you don't want people to spam them.


Yeah, we have those solo instances, called mini games. :p

Really,m it is instance, but would be nice if it drops something useful. :)

I like idea of 2-3 player or even solo instance. It's not just finding right people, it's also getting everyone timing correct.

aardvark3

Professional

Posts: 866

Location: reni server

Occupation: retired

  • Send private message

7

Thursday, February 23rd 2012, 8:21pm

Mini games are not solo instances they are something totally outside the game. There are no quests other than the mini game itself. They are not part of any quest chain. They do not drop the same type of set armor or weapons that are fall in the instances. The xp and tp are so low it doesn't really count. Many of them can be done by groups. So how are they solo instances when they are not part of the games main story line and can be done by groups? If a group can do it it is not a solo instance.

MegaMouseSEC

Professional

Posts: 1,240

Location: South Mississippi

Occupation: River Boat Pilot

  • Send private message

8

Friday, February 24th 2012, 7:27am

Quoted from "aardvark3;512441"

Mini games are not solo instances they are something totally outside the game. There are no quests other than the mini game itself. They are not part of any quest chain. They do not drop the same type of set armor or weapons that are fall in the instances. The xp and tp are so low it doesn't really count. Many of them can be done by groups. So how are they solo instances when they are not part of the games main story line and can be done by groups? If a group can do it it is not a solo instance.




I ahve to agree with this. The mini games are useless for anyone above lvl 60 except for the Shells. If they would scale them to give better equipment out then they would be more worthwhile to do. I do not ask for endgame gear but jsut gear comparable to the level of the people doing them.

9

Saturday, February 25th 2012, 7:37am

Id also like to point out that this idea would make some combos that have been previously nerfed/considered broken (r/k for example) more useful than they are now. Also, as a druid/scout, these would be really fun and let my combo shine even more so.

Something similar to this experience:
http://www.youtube.com/watch?v=PG1gpQ9Sa…=2&feature=plcp

Ravesden, D/S/Wd 80/75/62
Retired. Click siggy for old RoM vids, among other things.