Review: Disabled Parties

Started by Snoteye, August 16, 2009, 08:14:14 AM

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Snoteye

It has been a good two weeks since the party system was disabled. Now we need to decide whether this was a good decision or if we should revert.

The poll is informal and only to give a general idea of the core playerbase's opinion. If you care enough that you want to be sure we've heard you you'll have to say why you feel one way or the other (not just yay or nay). And if all you have to say is yay or nay, or variations thereof ("awesome," "sweet," "retarded" etc.), don't say anything at all; just vote. That said, you're welcome to quote and otherwise repeat what others have said. I'll post my thoughts later today.

BrittanyPanthas

I had my own doubts when the system was implemented.  However, after working with it and adjusting to the system on both DM and scripted quests, I would say that it does what it is intended to do.  It cuts down most metagaming except for the most mild, non-threatening sort.  It forces good party management, and better dungeon-crawling tactics.

While I initially thought it would make for an even larger culture shock to new players, a few friends started playing here for the first time post-change and they told me that they actually liked the system as well and that it wasn't really any harder to adjust to than the challenge of the EfU setting as a whole.

I vote for keeping it in.

TheWastesAreFrozen

With all of the bugs worked out and everything tweaked this system is amazing. It provides a depth to playing that is impossible otherwise. The factors of getting lost or having allies suddenly disappear are probably my favorite and I feel that they open up some awesome opportunities for RP. I also highly enjoy playing a stealth character and not having my allies creeping up right behind me with use of the mini-map, often times even asking if I'm nearby still or whatnot.

Most concerns seemed to be based off that this system worked differently than normal when in reality almost everything works in an identical fashion outside of getting / receiving a quest and even then it often make sense to meet the quest giver in person.

I highly suggest keeping it in.

N/A

I find EfU much more interesting with the system. There is no need for me to state the benefits because they are so obvious. No metagaming hp, ab and all that.

The only addition I think there should be is a large and flamboyant journal entry that will inform new and returning players on how the system works. That would make it easier for those who are not used to it and those who do not check the forums.

Verybigliar

I don't even miss the party system. At some points, okey, it might make finding party member a bit messy, but hey, that makes it more funnier. Can't be a mindreader.

Keep it, doesn't harm gaming in my opinion. Makes things more interesting.

Listen in Silence

While I recognize the benefits, I dislike the feeling of solitude it brings with it. The community feel to the game is more or less gone, and now we just walk around alone.

I prefer the parties to be there, to allow for the harmless forming of groups during slow hours, as it is undoubtedly so that having a party of five, even though you're not gathered, makes the server feel less empty.

Blake the Boar

Except for the loneliness of Listen in Silence, I agree with all said. After these two weeks, I, now, can't see myself playing other way, it feels like an entirely new game experience, in a positive way.

Meldread

After having experienced it for awhile now, it feels perfectly normal. I've adjusted, and have no problems with the new system.  Any problem that I thought existed have been proven false, or have worked themselves out for the most part.

My only added suggestion would be that the ally system needs more work.  I'd like it to be tied more closely to banners, so that I can set an entire banner faction to ally.  I'd also add an enemy system so that I can auto-hostile certain people all the time.  And I'd set it so I can ally or enemy someone without them standing nearby, as well as have the ability to view my ally / enemy list and remove individuals from it.

Not sure if that belongs in this thread, although both systems were introduced together.

domare

I got to say...I like it alot.  I had some doubts initially on it working properly, but it seems to be working smooth in application.  I truely enjoy how characters can totally bluff their ways into adventering groups.  I was tinkering around with a monk who pretended to be a wizard and just about everyone bought it.  Cool stuff.  I love it.

BoomdaddyBP

I vote against it being kept disabled. I simply like having a party. Like LiS said, it makes this feel more like a community then always walking around by yourself. It also makes exploring with other stealth characters (especially in extremely dangerous places) far too difficult to be fun.

IxTheSpeedy

I voted Nay.  I miss the feeling of being on a team that came with having parties.  Also, as BoomDaddyBP mentioned, as a stealth character it is extramely hard to get around when you and your pals are in stealth mode.  I don't think that adds to the realism, it just intensifies the limitations of the gaming engine.

Gippy

The system encourages such broader communication and awareness with others, works nearly without flaw, stops the mindless drivvel of party chat, and ends a great deal of casual metagaming. This system is slick.

I would like to see a transition warning system that tells you if you pass people on transitions.... But besides this I am 100% in love with this system. The lack of OOC community is to me one of the systems biggest boons.

Nihm

It is difficult to say whether the system will draw more people to play here or turn them off.  For experienced nwn players it is probably a plus to try something different.
 
Personally I like the system as it forces people to pay attention to in-character things that the party system allowed them to ignore previously.  Are allies nearby, in combat, injured, dead? Now you have to find out for yourself instead of the engine doing it for you, which is mostly a good thing.

FleetingHeart

Quote from: Gippy;140929The system encourages such broader communication and awareness with others, works nearly without flaw, stops the mindless drivvel of party chat, and ends a great deal of casual metagaming. This system is slick.

I would like to see a transition warning system that tells you if you pass people on transitions.... But besides this I am 100% in love with this system. The lack of OOC community is to me one of the systems biggest boons.


It has simply changed the manner of mindless OOC.  It has also lead to some strange IC conversations. Like ... telling a group of 5 heavily armed warriors to crowd around this poor farmer while he explains about his cattle. Don't know about you but I'd be a wee bit nervous if I were the farmer in that situation.

Now, this can be resolved with some minor tweaking. For instance, the radius of the quest pickup could be increased. By doing this, perhaps make one of those fancy yellow transition messages pop up to give an ooc warning that you are now in range to receive X quest. OR, lower all quests to require 2 people for pickup, and add an AoE quest add option on the quest tool. Although, it really doesn't take long to do a single select on each person ... Just rambling here a bit.

Also, there always seems to be a good deal of //chatter after quest pickup. Everyone making sure they have the quest. This, I know, is mostly a player problem and they just need to learn to send a tell to the party leader if they didn't receive it. But, still, I doubt this will change any time soon.

Also, some good IG documentation of this should be implemented. Definately in the starting area, and perhaps even in the journal. Just to get new players associated with the idea. I know it doesn't take long to get used to, but it would be nice to have a bit of a pre warning.

Professor Death

Scared to death at first and in fact I purposed to NOT log in during the first few days of its implementation  to avoid the onslaught of character deaths I was sure would come before the bugs were worked out.

Now, I love it except for a few tweaks of play that PLAYERS have yet to work out to make it go more smoothly, realistically, and fairly without overt metagaming being needed:

1. Everyone should just OOC cluster around questgivers - PLEASE do it, and don't feel all gay or anything because we have to huddle so close to ensure everyone gets the quest.

2. Stay together with your group on quests!  Collectors (like me!) are losing on XP regularly because folks are maintaining the old strategy of running ahead while the collector lags behind.  It's unfair to us as players and one of these days (if not already) some DM is going to gank us for lagging behind the group and it will all be YOUR faults you gung-ho frontliners.  And realistically, it's probably not real realistic to separate a group like that on a  dungeon crawl.

3. Learn your maps.  Several times while walking from place to place or after establishing a meeting point our "parties" have gotten separated and it becomes clear who knows where things are and who doesn't.  It appears as if many folks have just been using their mini map radar to stay in line with everyone else.

4. Learn those voice codes for needing help or healing - or at least hotkey a text emote if your voiceset doesn't support it.  Party healers can't always have a finger on TAB all the time to see who needs healing.