Dealing with favoritism

Dealing with favoritism

in Suggestions

Posted by: Rikimaru.7890

Rikimaru.7890

Now we all know that despite the best efforts favoritism of some professions will always exist. They can change from one profession to another but they will always be there.
So to solve it to at least a certain extent players need a reason to want to form mixed teams.

My idea is a thing I call “Cooperation Perks.” These perks would be granted by each profession to all other party members but themselves and only if the other party members are of a different profession.
So for example a party composed of 2 players that are Warriors would not grant any perk to one another. However if one player is a Warrior while the other an Elementalist both players will gain a perk from the other i.e. the Elementalist will gain the perk granted by having a Warrior in a party while the Warrior will gain the perk granted by having an Elementalist in the party.
These perks should also only be granted once. What I mean by that is if there is a party of 3 players now in which 2 are Warriors and 1 is a Guardian both Warriors will gain the perk granted by having a Guardian in the party while the Guardian will gain the perk granted by a Warrior but only one. So in other words no stacking of the same perk. That way each party member will have the same number of perks only differing between each member.
So the absolute maximum number of perks each member can gain is 4 if each party member has a different profession.

So in a fully mixed profession party where player 1 grants perk A, player 2 grants B, player 3 grants C, player 4 grants D and player 5 grants E the perks would be granted in the following order:
Payer 1 gains perks B,C,D,E
Player 2 gains A,C,D,E
Player 3 gains A,B,D,E
Player 4 gains A,B,C,E
Player 5 gains A,B,C,D
So each player gains all perks except the one they grant themselves.

Examples of what these perks could be: Warriors could grant increased damage by 10%, Guardians reduced recieved damage by 10%, Necromancers life stealing, Rangers increased range to ranged weapons etc.

This solution would also encourage players to form parties in the open world where they are less often considered to be of any use.

Dealing with favoritism

in Suggestions

Posted by: mercury ranique.2170

mercury ranique.2170

Deal with favoritism: Dont join parties that do so!!
It’s total bullkitten, all classes can do good, and if your lucky you can get a full 1 minute advantage (but then again you can loose it cause the player is crap and you could have gotten the class thats not favourable)

I dont think any mechanic can cure stupidity. Parties are as good as the player. The love or unlove for a class comes mainly from the kind off players that is atracked to the class. (often rangers are played by players who like a fluffy pet, thats perfectly fine but not a good motive to play that class, that doesnt mean the class can be awesome, I know they can be and often are!).

So if the so called elitists (actually crappy players that dont know a lot) cant find party’s anymore the favorism will die out cause there is no real need.

Arise, ye farmers of all nations
Arise, opressed of Tyria!

Dealing with favoritism

in Suggestions

Posted by: Redenaz.8631

Redenaz.8631

“Sorry, we can’t take any more warriors because I’m already our warrior.”

It’s not as bad a situation as a group not being able to set out for a dungeon because they don’t have a healer, or because they won’t take a ranger to fill out their group, but…It’s not an ideal solution.

I’m only looking at dungeons, because otherwise, in PvE, anyway, no one cares about party composition, because you don’t need an optimal party anywhere else. You don’t strictly need an optimal dungeon group, either, and there’s really no way to “legislate” friendliness among players who want to play optimally. Only real way to improve that is to balance the classes better, which is a work-in-progress.

~The Storyteller – Elementalist – Jade Quarry~

Dealing with favoritism

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Posted by: Felbryn.5462

Felbryn.5462

One of my favorite things about GW2 is the ad-hoc grouping in the open world, where it’s easy to cooperate with other players on the spur of the moment and for as long as you happen to be in the same area, without the logistical overhead or rules of forming (and constantly re-forming) an actual party. So my gut reaction to any major party mechanic that doesn’t work for ad-hoc groups is strongly negative.

I’ve also found that many people are currently willing to run a group with almost any combination of professions; offering major perks for mixing classes might make people unwilling to accept duplicate classes in their groups, even incidentally, which I think would be a headache. I remember forming parties in GW1 where everyone wanted exactly 2-3 healers in every group; I’m not eager for an encore.

Also, your example perks are crazy big.