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Broader Multiplayer Connectivity

Posted: Sat Jul 01, 2023 4:03 pm
by PeterAvastrat
[TITLE EDITED TO AVOID CONFUSION]

Okay, so keep the missions, keep the squads, keep the rectangle compounds... But perhaps... One way to solve a lot of some of the problems I have been commenting on from easily skirted mission areas to timers would be to make a Tetris 99/Minecraft Build Challenge style grid-map connection.

So, everyone is still playing in their 4 man group, but each group is assigned a square on a larger virtual grid (this wouldn't be one large map which all players are in, but a system-driven grid with an impact on each other similar to Death Stranding). Once they clear their square, they push forward. However, if the squares either side have not been cleared by the time you have started, then the enemy will be stronger from that direction during the next mission (only lowering when the adjacent square has completed their mission).

It could solve a whole host of problems, create an engaging multiplayer angle and progression system, inadvertently make a Strand-game since you are actually supporting other people's games by lowering their difficulty if you are keeping up with the timer and punishing both you and other players if you are not keeping up.

Similarly, you could also then have a "difficulty" setting by putting those wanting a challenge in squares nearer to newer players so that the newer players will not be supporting them from their direction, while they are receiving the support from the more hardcore players... It's a win-win.

I hope I have explained this well. I'm not a boots-on-ground games developer so I can't speak for the reality of this concept, but perhaps it theoretically could solve a whole host of issues while creating an incredibly compelling almost narrative multiplayer experience as you slowly push through a city tackling objectives alongside a whole host of other players.

Re: Larger Multiplayer Mode

Posted: Mon Jul 03, 2023 2:42 am
by HaxRet96
In my opinion, current 4 member squad is enough. Two squads or more is too much. Especially because game is not made for large maps. It would lead to performance issues. At the moment, the only problem is that you can restore 2 members from AAV. It should be available to call max number of reinforcements (3 if one player is alive, not just 2). Otherwise one player is only spectating and in most cases, leaves the game.

Re: Larger Multiplayer Mode

Posted: Mon Jul 03, 2023 7:43 am
by NortheastNutria
I like this concept! Would be interested in playing it. If this was up to you to implement, would you be able to interact with other fireteams (seeing them on rooftops, hearing their actual gunshots, friendly fire, etc)?

Re: Larger Multiplayer Mode

Posted: Mon Jul 03, 2023 9:59 am
by PeterAvastrat
HaxRet96 wrote: Mon Jul 03, 2023 2:42 am In my opinion, current 4 member squad is enough. Two squads or more is too much. Especially because game is not made for large maps. It would lead to performance issues. At the moment, the only problem is that you can restore 2 members from AAV. It should be available to call max number of reinforcements (3 if one player is alive, not just 2). Otherwise one player is only spectating and in most cases, leaves the game.
I have called 3 from the AAV multiple times? Not sure what happened in your games to stop that!

Also, I mentioned the fact that this concept was not a persistent world! It would be systems-driven. More like Death Stranding's multiplayer systems and how different players' worlds interact than a larger map, Dark Souls could be another example where the bell ringing in another world is heard in yours. So, other 4 team squads' work impacts other people's missions if they are adjacent in the grid. I totally agree that the 4 member squad is the right amount. But a lot of people want more, so I suggest having a systems-driven campaign like the above to cover a whole range of issues and desires.

Re: Larger Multiplayer Mode

Posted: Mon Jul 03, 2023 10:14 am
by PeterAvastrat
NortheastNutria wrote: Mon Jul 03, 2023 7:43 am I like this concept! Would be interested in playing it. If this was up to you to implement, would you be able to interact with other fireteams (seeing them on rooftops, hearing their actual gunshots, friendly fire, etc)?
Thanks :D I hadn't thought of that! That would be like Dark Souls 1 too, where the bell chimes were heard in other players' worlds etc. That would be actually really cool. Maybe if they complete the heavy weapons cache in the house mission you could see the Helicopters fly over in the distance and bomb a building. Small details that give the illusion of a larger scale. I think it would elevate this game immensely and provide a unique experience through a small amount of trickery.

Re: Larger Multiplayer Mode

Posted: Wed Jul 05, 2023 1:31 pm
by AmperCamper
We appreciate all the feedback around expanding player lobbies. This is something we'd like to do, but please know it won't come for some time. We're still reading threads related to this, though, so please keep the conversations coming on this.

Re: Larger Multiplayer Mode

Posted: Thu Jul 06, 2023 3:14 am
by PeterAvastrat
AmperCamper wrote: Wed Jul 05, 2023 1:31 pm We appreciate all the feedback around expanding player lobbies. This is something we'd like to do, but please know it won't come for some time. We're still reading threads related to this, though, so please keep the conversations coming on this.
Fair enough! As I say, it's not about more players in each "match" but about how each fireteam mission could be linked in a death-stranding or Dark Souls style way. Therefore it is not so dependent on player-count. It just adds to the feeling of a larger scale. Dark Souls doesn't work differently with its many basic multiplayer components, it still acts as a singleplayer game (in this case it would still be a 4-man fireteam mission), but the elements enhance the experience through connectivity.

My grid idea was just one way of visualising some such connection.