Multiplayer Suggestions
Posted: 09 May, 2014 13:31
So now that you've mentioned your working on multiplayer, I'd like to share some suggestions with most important being number 1. Note: You maybe have already considered my points, they may be already obvious or you may not agree with me. Whatever, they're just suggestions. Feel free to comment or post your own suggestions.
1.) Friendly Fire
I don't think multiplayer can work if a player's arrows, firewalls, chain lightnings and novas can hurt allies. Teamwork will be too difficult otherwise. In the original Diablo 1, it was an absolute nightmare trying to work with someone.
What about hurting yourself with your own firewall? I don't know. I cant see how you could easily distinguish friendly firewalls from your own firewalls, from the monsters firewalls. The easiest solution is to stop all self inflicted damage. Not sure exactly how this could be implemented.
2.) Shared Experience
Having to wait for your noobie friend to kill some units to catch up on EXP sucked. I was always better than my friend (or maybe I picked a stronger character) and had to wait for him to slowly get some kills because he was like 8 levels under me despite playing the whole game with me. Shared EXP is a must in my opinion.
3.) Better Chat System
Chat system was poor in Diablo 1. If spammed, messages could take up the whole left side of the screen. Messages were also lost once they faded.
I suggest the chat system works a little like Warcraft 3. The text is restricted to a smaller area on the top left of the screen (instead of taking half your monitor). New messages "push" old messages down. Then all messages are saved into a text log or chat log so players can refer to it later.
4.) Minimap Markings
Just like there are green arrows on the minimap indicating minions, players should be indicated too. Green for minions, white for allied players and red for hostile players.
5.) Quest Items
1 Quest item per player drops from each boss. A player may only pick up one. Just like how Diablo 2 worked. But then, what about Nightmare and Hell difficulties (where no Butcher's Cleaver drops)? Not sure. Maybe there is no quest item and they produce drops like any unique monster would and players fight over the loot?
6.) Unit Collision
I have noticed that minions can block your way. This isn't a problem unless they happen to sit in a doorway. But it could be annoying if players block your way. Someone goes to the kitchen and leaves their character blocking the doorway to a quest or something. How annoying. Maybe your hero can walk through other players and minions?
7.) Player Specific Ownership of Loot
I never liked the idea of each player having their own drops in Diablo 3 from monsters. It kind of threw away that excitement of spamming the position of the boss when he dropped items. I never had a problem sharing with my friends anyway. I can understand the possible annoyance over the internet. I doubt this feature would even be considered for implementation, but just thought I'd share my view on the matter.
Edit: I hope I haven't "jumped the gun" here. I'm not aware of the multiplayer progress, but I know its not coming any time soon. I'm just trying to throw out some basic design principles in hope it helps.
1.) Friendly Fire
I don't think multiplayer can work if a player's arrows, firewalls, chain lightnings and novas can hurt allies. Teamwork will be too difficult otherwise. In the original Diablo 1, it was an absolute nightmare trying to work with someone.
What about hurting yourself with your own firewall? I don't know. I cant see how you could easily distinguish friendly firewalls from your own firewalls, from the monsters firewalls. The easiest solution is to stop all self inflicted damage. Not sure exactly how this could be implemented.
2.) Shared Experience
Having to wait for your noobie friend to kill some units to catch up on EXP sucked. I was always better than my friend (or maybe I picked a stronger character) and had to wait for him to slowly get some kills because he was like 8 levels under me despite playing the whole game with me. Shared EXP is a must in my opinion.
3.) Better Chat System
Chat system was poor in Diablo 1. If spammed, messages could take up the whole left side of the screen. Messages were also lost once they faded.
I suggest the chat system works a little like Warcraft 3. The text is restricted to a smaller area on the top left of the screen (instead of taking half your monitor). New messages "push" old messages down. Then all messages are saved into a text log or chat log so players can refer to it later.
4.) Minimap Markings
Just like there are green arrows on the minimap indicating minions, players should be indicated too. Green for minions, white for allied players and red for hostile players.
5.) Quest Items
1 Quest item per player drops from each boss. A player may only pick up one. Just like how Diablo 2 worked. But then, what about Nightmare and Hell difficulties (where no Butcher's Cleaver drops)? Not sure. Maybe there is no quest item and they produce drops like any unique monster would and players fight over the loot?
6.) Unit Collision
I have noticed that minions can block your way. This isn't a problem unless they happen to sit in a doorway. But it could be annoying if players block your way. Someone goes to the kitchen and leaves their character blocking the doorway to a quest or something. How annoying. Maybe your hero can walk through other players and minions?
7.) Player Specific Ownership of Loot
I never liked the idea of each player having their own drops in Diablo 3 from monsters. It kind of threw away that excitement of spamming the position of the boss when he dropped items. I never had a problem sharing with my friends anyway. I can understand the possible annoyance over the internet. I doubt this feature would even be considered for implementation, but just thought I'd share my view on the matter.
Edit: I hope I haven't "jumped the gun" here. I'm not aware of the multiplayer progress, but I know its not coming any time soon. I'm just trying to throw out some basic design principles in hope it helps.