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Accepted Suggestion: real group run instead of multiclient pressure

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Exeragon105

Well-known member
Right now there are several runs that are meant to be group content but in practice they feel more like work than gameplay. The Meley run is a good example. To do it efficiently you need around 8 characters. Since only 5 clients per PC are allowed, you either need a second PC or a friend who only joins to bring extra chars. That does not really create interaction or community play, it mostly creates setup and client stress.

The main issue is that the system rewards multiclient setups instead of real cooperation between players.

My idea would be to add a run that is clearly designed around real players. A HWID locked run where you actually need 8 different people to enter. For example, allow a maximum of 1 or 2 characters per PC and make it impossible to start the run unless 8 players are in the group.

The run should be balanced so that it cannot be completed by just 2 or 3 people. It should be tuned specifically for 8 players, where class roles actually matter instead of just stacking damage.

The rewards also need to make sense. Going in with 8 players for something like 50kk each would not be worth the effort. The group version should be clearly more rewarding than solo content.

At the same time solo players should not feel forced or left out. A weaker solo version could exist with much lower rewards, while the 8 player version stays the main and most rewarding one.

I think this kind of run would push real interaction again, strengthen guilds and group play, and reduce the feeling that you need multiple PCs or accounts just to stay competitive.
 

Blasphem

Well-known member
This might be an unpopular opinion, but I think Metin2, like most modern MMORPGs, should prioritize an experience that blends a "real" solo gameplay (no multi-client gameplay) with "real" cooperative or competitive group gameplay (also without multi-client gameplay). So, +1 from my side.
 

Pegasus

New member
+1 is hard to make 2 highend chars and will like to add a kind group option with join ,this we be faster to gather ppl to try runs that they dont do at all and easier to look that are ppl pending for that run in real time rather to right at chat 'looking for ppl for x run '
 

DeCiMaToR

Active member
That would be incredible, and it is the main thing that is missing in this game now.

For example, if you do Azrael with 2 people, the profit is minimal. The same goes for basically every other run. Even earth drake, which was designed as a group run, is not really worth to run in a group. It is merely something people are doing when they can't solo it (yet), and just want to experience something new.

Having a run that is mandatory to be done in a group would really bring a lot of value and motivation.
And I also like the idea of a "nerfed" version for solo players, or when nobody is available for the run.

+1
 

Demogorgon

Member
Right now there are several runs that are meant to be group content but in practice they feel more like work than gameplay. The Meley run is a good example. To do it efficiently you need around 8 characters. Since only 5 clients per PC are allowed, you either need a second PC or a friend who only joins to bring extra chars. That does not really create interaction or community play, it mostly creates setup and client stress.

The main issue is that the system rewards multiclient setups instead of real cooperation between players.

My idea would be to add a run that is clearly designed around real players. A HWID locked run where you actually need 8 different people to enter. For example, allow a maximum of 1 or 2 characters per PC and make it impossible to start the run unless 8 players are in the group.

The run should be balanced so that it cannot be completed by just 2 or 3 people. It should be tuned specifically for 8 players, where class roles actually matter instead of just stacking damage.

The rewards also need to make sense. Going in with 8 players for something like 50kk each would not be worth the effort. The group version should be clearly more rewarding than solo content.

At the same time solo players should not feel forced or left out. A weaker solo version could exist with much lower rewards, while the 8 player version stays the main and most rewarding one.

I think this kind of run would push real interaction again, strengthen guilds and group play, and reduce the feeling that you need multiple PCs or accounts just to stay competitive.
+1
 
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