…and you need to fix that.
I’ve split my time between a single-player game and a duo game with a buddy. So this is where my perspective originates. Single-player is pretty much fine.
In the duo game, however, I always feel like I’m competing with my friend for access to the content (instead of sharing the content, together.) Since he’s the melee guy, and I’m the ranged guy, he’s out front (naturally) which means he sees all the content, first, before I have a chance to even know it’s there. Whether it’s a chest, a resource node or even enemies, there is less (or zero) left for me to access after him.
Someone in another thread described this game as being good to team up for specific boss fights, but bad for exploring the world and story together, and in its current state, I agree with that assessment. Here are some things that I think would change that:
- Individual Loot - I heard the reasoning about treasure chest conga lines, and 4 guys running a single-player game together, but there are other ways around those besides sharing all the loot. In the 1P game, I have gobs of loot. It works, because even though 80% of what I find is trash and gets discarded, I’m still able to make steady progress on my gear. In the duo game, the progress is MUCH slower. If you’re going to have a 4:1 trash:useful loot system, then every player in the game needs their OWN gob of loot. (In a 4P game, you might even need 4.5 gobs of loot.) Easiest way to do that is individual loot with a scaling pool system.
This is the most minor issue the multiplayer part of the game has, and if it were the only one, it probably wouldn’t need correction.
2. Shared XP Distribution - Neither my buddy nor I are running any XP boosts in our game, but he earns hundreds more XP-per-hour than me, even though we’re staying together and engaging what content we can, together. I can only guess that there’s some damage-based XP distribution system (unless the realm host gets a boost), but in a game where content is zero-sum, this is a bad idea. It’s especially bad when it interacts with the next point. All the XP should be shared.
- Either Go All-in or Fold on Friendly Fire - Currently, the damage from friendly fire is a joke. It’s not even noticeable. This is fine if you’re the guy receiving the FF, but as the guy dishing it out, your XP is getting nerfed because your melee buddy never even thinks about lanes of fire (see #2.) If the design goal is for players to be conscientious about combat positioning, you’ve got to make FF hurt. Also, some attack animations, while playing, (such as the suplex move) negate a second player’s ability to damage that target, as do attacks that knock mobs around. Attacks would just be better if they homed-in against anything except an enemy’s avoidance abilities. Alternately, you could just split the XP and none of this would matter any more.
Summary - Those are the most glaring issues that need to be adjusted to make Multiplayer truly cooperative. I’d very much like a game where players can work together, making different, but equivalent contributions to solving the challenges the game offers, but in its current state, one player ends up feeling like the kid brother, holding a disconnected controller, watching someone play the game. Definitely, would not recommend this to any of my friends, except as an interesting single-player game.