View Full Version : Multiplayer Co-op story-driven and finishable?
Saber
05-11-2005, 08:40 PM
Is the multiplayer co-op mode a story-driven game in the same way as the single player? If my buddies and I play Dungeon Lords co-op, will we ever clock it?
Story-driven co-op is highly covetable and very hard to find. Games like dungeon seige with pointless multiplayer (no story, goes nowhere), don't appeal, so the answer to this question will be decisive in whether we buy the game.
Thanks :]
Tauschitz1
05-11-2005, 11:18 PM
It seems from what I have been reading on the boards that the multi-player is what this game was really built to do.
Saber
05-12-2005, 05:33 AM
Any current players want to comment?
NativityInBlack
05-12-2005, 07:34 AM
Look i couldn't. The king of Fargrove never gave us the word to leave the town to look for his daughter after talking with her maid in the tavern.
So we had 4 sad players having to launch Guild Wars, again.
I would guess it isn't.
:)
If this was the way the game was meant to be played, they haven't even played from start to finish once.
dhvyse
05-12-2005, 10:04 AM
Me and 2 buddies have been playing together since level 1, we haven't gotten to the king to search for his daughter yet, but it was relatively smooth over LAN.
Its a blast to dungeon crawl together and the outdoor areas are great, IF you can get past all the bugs and EXTREMELEY HORENDOUS load times, its a fun game multiplayer.
Outlaw2002
05-13-2005, 11:16 AM
I played with 2 other players and we managed to get to the elven city (Arindale?) before we had to save and quit for work the next day. I would say that it is playable though the whole game, just you don't get the cut-scenes from singleplayer. All the same quests and NPCs are in multiplayer so far, so you should enjoy multiplayer. But, like dhvyse said, there is very loooong load times once you get further into the game. Sometimes it would take 5 minutes to load the indoor areas of Arindale, and there isnt much to see in there lol. On the flip side, the save game function saves without even a pause. Once they get the load times (and the other mentioned bugs) to a minimum, it will be more fun.
NativityInBlack
Look i couldn't. The king of Fargrove never gave us the word to leave the town to look for his daughter after talking with her maid in the tavern.
So we had 4 sad players having to launch Guild Wars, again.
I would guess it isn't.
If this was the way the game was meant to be played, they haven't even played from start to finish once
Were you stuck in the first town (Fargrove)? We were stuck there for quite a while, because there isn't good instruction on where to go and what to do. I don't want to give any spoilers, but just make sure you let all the NPCs that you talk to speak their whole line of text, before you click on another word. If you only click on the white words and wait for them to finish their speeches, you should get more white words to click on. If you don't have any white words to click, then wait until they finish talking and it should show more white text. In the new 1.1 patch, supposedly they made it so you can just click through the conversations without waiting for the speech to end. I haven't tested this, but that would make this problem hopefully obsolete.
Hopefully this information helps both of you.
Outlaw
Yogurt
05-13-2005, 03:52 PM
"IF you can get past all the bugs and EXTREMELEY HORENDOUS load times, its a fun game multiplayer."
Yeah, reloading all the time and not being able to join an on going game is retarded at best. If I can ever bring myself to play this game again...that will be a true Quest completed.
NightCreeper
05-14-2005, 03:56 AM
Multiplayer/LAN is great. And the patch fixed the need to let NPC's talk through their talks. And we've noticed that the load times, especially in Arindale, decreased a LOT after the patch. Not sure if this is one of the things it was supposed to help. But it's definitely not 4-6 minute load times now.
As much as I love it, I do feel we should be able to Load from in the game, and also players should be able to join at any time without starting a new session. Quitting and restarting becomes a pain.
i'm trying to plan a class tree to play multiplayer with friends on a Lan.
i read in a different thread that someone mentioned they had issues completing the quest that involved saving the sensei.
one of the players had completed the part when he went to do the ninja lord quest mission. when they came back later with a different player who was going for another one of the eastern T3 classes they had problems with the Sensei NPC or he wasn't even there.
if more than one player is going for the same class quest NPC (like kill NPC X) will it work for everyone or does only one player get the kill credit and quest update?
just wondering if anyone has had experience with this working ok for multiplayer or if there are issues.
cheers. ;)
-roob
Exekutor
05-16-2005, 07:00 AM
... just you don't get the cut-scenes from singleplayer...
Have i missed something? Im playing SP and now iīm in Arindale and still i havnīt seen any cut-scenes, only the intro when i start the game... are they still coming or iīm ****** ?
D-Mauro
05-28-2005, 08:46 AM
if you play it with alot of cautions this game can be played very well (except for the lag/stucks/loadings) in multiplayer trough all his story.
and even we can play it with diferent players every day joinning the game or leaving and joining again other day with his saved char.
but there is alot of points you must consider:
1- Only one player should get the most important quests,quest items,keys and moongate codes. this is just if you donīt want to redo a quest to continue when the player that was following the quest/story line is not playing and to avoid quest bugs. that player should listen whatīs next on
the quest line and advert to you and the other players to not talk with determinated npcs that are next on the quest or take the drops/items that could be from the quest.
2-all players can do the same class/guild quest but the thing to do (most times kill a mob or somebody) will be appear only 1 time. anyway, all the party members that are present when that mob/guy is killed will get the quest
as valid. Else if a player wasnīt present when the party killed the mob/guy quest, he can join later and deliver back the quest with some of those players that killed the mob/guy near this player that wasnīt present, and then the npc will recognize his quest as done.
3-Always chek a map for the quest goal location and save before entering that location, just in case. Specially in guild/classes quests, when you need
to kill a npc, if your party go to that location, the npc will spawn and if you donīt kill it the first time you see it, could be that you will not have the chance of killing him again. Could happens that a party member accidentally run near that location, the quest mob/guy spawn and that player even didnīt noticed the npc and keep running losing him maybe for ever..
4- specially in building with ceilings at their entrances (as the **** arindaleīs weaponry) save your game BEFORE exit the building when playing with 3 or more ppl. when you exit those building in multiplayer, chars are spawned all stacked in a single point. so the first char to exit will be fine, the second will be upside of the first one but still fine, the third one will be upside of the second one and permanently with his head stucked on the ceiling.. the fourth player will spawn in some mountains west of the drakes pits and etc.
at this points, there is some theorys about how to continue with the 3rd player hanging stucked there, me and my friends we found a temp solution saving the game when we are inside the building (all chars unstucked), save again in a different slot when we are outside (with a random char stucked, that char could quit the game before save or not, doesnīt make any diff). then host again a new game, load the game where nobody was stucked inside the building, then the player that get stucked pick his char, then we load ;) the game saved outside the building and the rest of players pick his chars and voilá.
Yes, there is a way in multiplayer/singleplayer of load a save game 2 and even 3 times, I mean, a way to get the "load game" button more than just 1 time to mix chars in a game (the last loaded game will be where to start playing, of course). and sorry again, I canīt say exactly the way to get that button bug because some stupid lamers/exploiters that could be around..
4- Finally, you must consider that a multiplayer game will be alot longer and even harder than single player. itīs a coop game so the party must be always togheter, so you must run from here to there doing and helping your party mates to do their guild quests and etc.
Also there is no auto xp distribution system for partys so only the players that help killing the mob will get xp depending on how much dmg they did to the mobs, therefore all player will be always trying to get xp and all will be a mess, specially if you are playing with full damage.
And also there is no any auto item distribution system, so could be some fights about looting as usually :p and you will notice that you are alot more poor and with less items/pots than your single playing experience, and with more deaths too :D
tired to write