Promote Co-Op
#1
DarkCoder shared a link which showed the early stages and thought of the game (https://survius.com/forums/thread-1827.html).

As I said there, I think that coop can easily be avoided right now. All resources are accesible to everyone and it's easy to survive alone.

So i would like to suggest a couple of ideas to promote cooperative gaming and also would be good to hear some more from you guys.

Classes.
I think it was discussed in other threads. My idea is to limit the resource crafting and create special abilities depending on the class. We are all very skillful, im sure, but you cannot know and do everything in life!

-Chemist or herbalist: could be specialised in collecting herbs, finding chemical components in world items and crafting medicines and healing items.

-Hunter and cook: specialised in finding food and cooking it properly. They get more meat from hunting and in better condition. Other players can still hunt, cook, or find cans, but this food feeds much less or can bring sickness as they are not skilled in this. (im sure it would happen to most of us in a scenario like Survius)

-Builder: they know which trees give the best wood and how to build a strong base. Basically, they collect more wood and their bases decay less. Also they can repair with less effort than other players. Perfect for big clan bases. Also, structures made by builders could be indestructible as they are, and houses made by non builders could be destroyed as happened in other versions.

You can always eat raw food and heal yourself if you are a chemist. Spend 1 week building a base and have it destroyed the next day. Getting sick everytime you eat. But certainly forming a clan with variety of classes will make things much easier.

These are three basic ones that I think could be implemented easily for starter. It would just need tweaking the current stats depending on the class you choose, which could be done in the login screen.

To avoid people switching classes to sort themselves out, let's say that the class is assigned to that character (TheRoam-Hunter). If you change (TheRoam-Builder), you are another character, so you have nothing to do with the other "life" (clan, items, bases all gone or not accessible).

Group stances
This is simpler, hold just a few more lines xD
Basically creating weekly/daily stances (in real time) which provide better resources or items. They are group stances because you wont be able to complete it by your own, so coop will be needed.

That's it, brain's dead now. Would these things be useful, promote coop or even make sense?

just one more!

World interactivity.
In the sense of having to interact with the map to access areas or obtain resources.

For example, braking down Closed Bridge again. And enabling players to build a bridge to cross it. This will have to be maintained by the community to be able to access the second island.
Reply
#2
I don't mind the idea of classes so long as it's set up so everyone can do everything, but some (classes) do certain things better. Eg. builders can still hunt, but the build better.

Another way to go is to let players progress and classes aren't chosen at the start (where it's the account creation or death). Say I'm chopping trees a lot and building more, I start becoming a builder class, but then I switch to hunting more, I start changing to the hunter class. However, if I build and hunt similar amounts, I can master both.

Using this idea, when your player dies, they might only be able to select one set of class skills to keep. So a builder hunter dies and they have to choose whether to keep their hunter skills or building skills. This would add a reason to live as well as a reason to kill to the game.

I feel this coarse would be a good option for a survival game, that way you don't have to choose your class by default, you choose it with your actions.
Reply
#3
I really like the builder idea 

Maybe builder can build things cheaper for instance


Normal
Foundation->6 planks

Builder
Foundation->3 planks
Reply
#4
@Mohenjo, I see your point but to promote coop there would have to be a way to limit "lone" surviving, or at least favouring those who coop. (the class system is smth which could work, but there could be other ways to coop)

All players will do everything like now, but with more effort. According to the class you choose, you'll have advantage in a specific field, but you would need to cooperate with other players to support your weak sides.

You can change class at any point, but to avoid doing it continuously you would loose access to your base and items created with the other class. (if not i would be a builder, make a huge base in 1 day, change to hunter and farm the map and have supplies for a week, change to builder when i needed repair, etc)

@FlamingGenius, that's the idea, nothing too complicated but changing stats/loot according to the class.
Reply
#5
It's a good idea but losing access to items,building created with another class would be a little unreleastic a class should be chosen once when your accpunt is created

We could also use this as a chance to make money

$1->Change Class
Reply
#6
(09-23-2017, 10:07 PM)FlamingGenius Wrote: losing access to items,building created with another class would be a little unreleastic

True
(09-23-2017, 10:07 PM)FlamingGenius Wrote: $1->Change Class
that sounds fair  Smile
and also maybe limit no of accounts to ip? how can we know a same person is not using different accounts for different classes?
this can get too complicated.. any other ways to promote coop?
Reply
#7
TL;DR

Players increase class/skill depending on what actions they take. Performing an action for one class will also decrease the points of all other classes slightly: mastering skills becomes a constant balance of performing each skill.

Mastering multiple classes becomes difficult/time consuming, but still possible. This still allows the lone-wolf playstyle, but promotes co-op with other players to more easily master skills.

Dying also forces you to pick one skill to keep.




(09-23-2017, 08:58 PM)Mohenjo Daro Wrote: I don't mind the idea of classes so long as it's set up so everyone can do everything, but some (classes) do certain things better. Eg. builders can still hunt, but the build better.

Another way to go is to let players progress and classes aren't chosen at the start (where it's the account creation or death). Say I'm chopping trees a lot and building more, I start becoming a builder class, but then I switch to hunting more, I start changing to the hunter class. However, if I build and hunt similar amounts, I can master both.

Using this idea, when your player dies, they might only be able to select one set of class skills to keep. So a builder hunter dies and they have to choose whether to keep their hunter skills or building skills. This would add a reason to live as well as a reason to kill to the game.

I feel this coarse would be a good option for a survival game, that way you don't have to choose your class by default, you choose it with your actions.



Going by my class system (quoted above), you would need players to specialize. I can build and hunt, but I'm not going to build, hunt, loot, cook, etc. enough to improve all of them. And wasting time cooking would drop my building.

As you do certain actions, it will drop your progress in other fields; this would limit what all you can improve on. I want to be a builder and hunter, well when I kill a deer my building progress will drop a little, when I build a wall, my hunting will go down a bit. Then I go and cook the meat and my hunting and building both go down.

It would be complex and hard for new players to understand (if I had to guess), but it would mean a player can't specialize in everything.

If you want to make some income off the system, you can do something similar to what Flaming said: $1 and change your class/move points from 1 class to another class. I'm tired of building or finished my base, I can donate a bit and move my building level/progress into cooking so it takes less time or something.

EDIT: You could also have it so players slowly lose progress if they haven't gotten on in awhile. Lose a bit of progress each day.



(09-23-2017, 10:39 PM)roman_hg Wrote: that sounds fair  Smile 
and also maybe limit no of accounts to ip? how can we know a same person is not using different accounts for different classes?
this can get too complicated.. any other ways to promote coop?

With my system a player has to work to progress Wink not as easy to maintain 3 accounts
Reply
#8
I like the idea. makes it more real: if you practice in an area it improves and the others decrease. it will be more complex to manage because I imagine it will somehow need to measure what you do while the other was set by your class choice. but i like it, makes it quite realistic.
Reply
#9
It would also give the game a unique feature (most games have progress but not regression for doing other tasks). But it's more realistic because learning and improving one thing (in real life) will make you forget how to do another as well.
Reply
#10
And there it is daro has provided the perfect system
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)