« on: July 09, 2012, 07:01:29 AM »
I'm on the side of disliking the current mechanics.
I'm able to play with my friends probably 1/2 the time they're playing. That means every time I go on, I'm behind, and thus either people need to go farm for me, or I have to tag along being a burden (more monster hp) untill my gears up to scratch.
This scenario is /increadably/ unfun. And can be very regular if you play even just 70-80% of the time the average person does. And it's even worse when your playing with people unwilling to go out of their way to aid powering you back up.
Starting each session with catchup isn't fun.
I think you're overestimating the 'ability to give spells' as a way of handling this issue. It reminds me of the ninja-loot problem. People want their loot. And their rewards for their time. People are going to want to drop the guy who only pops on for half the time, as so much of it would be gearing them up.
Also, this is emphasized further by the old system, which was much liked for solving this issue with the shared crafting. (Which was great if people were very drop in and out).
As someone who enjoyed playing together in the 'working together towards strategic goals' aspect, I think I cna safely say that the system could use some improvements.
Either some kind of constant catchup mechanism needs to be in play, or the whole system be looked over again. It's fine for those who always play at the same time, in the same square, but anyone who plays a bit more casually, or enjoyed the strategic side to crafting is going to find this update less fun overall.
I also agree with eRe4s3r, that the MP feels a bit more like singleplayer with other people, now that more things are localised rather then global.
I'm almost wondering if perhaps there should be a combination of both systems, in such a way that multiplayer you do get that emergent stratigic game play while adding more reasons to explore locally. Between 4 people we had a lot of fun organising ourselves so one person was hunting building materials while others hunted down the gems and missions needed for the spells we collectively wanted. And if someone joined part way through? No Problem, they would just have a larger array of spells to choose from from all the gathered materials.