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	<title>Comments on: Running with non-optimal groups</title>
	<atom:link href="http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/feed/" rel="self" type="application/rss+xml" />
	<link>http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/</link>
	<description>MMOs and game design</description>
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		<title>By: Melf_Himself</title>
		<link>http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/#comment-1214</link>
		<dc:creator><![CDATA[Melf_Himself]]></dc:creator>
		<pubDate>Mon, 01 Jun 2009 05:32:44 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1480#comment-1214</guid>
		<description><![CDATA[I think the more classes there are, the harder it would be... in an exponential fashion.

Maybe it could be done with a data mining / evolutionary algorithm. Like, for a given dungeon the server makes minor random alterations to the monster composition for various categories of adventurer group. The alterations that produce, say, the desired percentage of players completing the encounter on the first try, would be kept.

So, it would probably be messy at release (but still no worse than current MMO&#039;s), and slowly get better and better over time as it collects more and more data.

Until it achieves &#039;awareness&#039; and launches armageddon, aka, flings all mobs at the local quest hub :)]]></description>
		<content:encoded><![CDATA[<p>I think the more classes there are, the harder it would be&#8230; in an exponential fashion.</p>
<p>Maybe it could be done with a data mining / evolutionary algorithm. Like, for a given dungeon the server makes minor random alterations to the monster composition for various categories of adventurer group. The alterations that produce, say, the desired percentage of players completing the encounter on the first try, would be kept.</p>
<p>So, it would probably be messy at release (but still no worse than current MMO&#8217;s), and slowly get better and better over time as it collects more and more data.</p>
<p>Until it achieves &#8216;awareness&#8217; and launches armageddon, aka, flings all mobs at the local quest hub <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/#comment-1213</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Mon, 01 Jun 2009 04:11:22 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1480#comment-1213</guid>
		<description><![CDATA[Oh yeah, definitely.

I think that&#039;s one of the holy grails of (current) MMO design, really. Is it possible to design instances/ worlds that adjust their difficulty to the players capabilities?]]></description>
		<content:encoded><![CDATA[<p>Oh yeah, definitely.</p>
<p>I think that&#8217;s one of the holy grails of (current) MMO design, really. Is it possible to design instances/ worlds that adjust their difficulty to the players capabilities?</p>
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	<item>
		<title>By: Melf_Himself</title>
		<link>http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/#comment-1212</link>
		<dc:creator><![CDATA[Melf_Himself]]></dc:creator>
		<pubDate>Mon, 01 Jun 2009 02:13:58 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1480#comment-1212</guid>
		<description><![CDATA[My dream is a game where the PvE encounter adjusts itself to maintain a fairly constant level of challenge in response to whatever classes you bring. Of course, this is hard to do, but I can still dream.

It&#039;s very easy to do in PvP on the other hand - both teams simply swap after the first match is complete. That way there&#039;s no point in bringing a min-max build because the other team will just get it in the next round. Instead, you bring the build that you think is the most fun.... and the other team will do the same, such that hilarity will ensue.

(some restrictions would probably be smart, such as no all-healer griefing teams, etc).]]></description>
		<content:encoded><![CDATA[<p>My dream is a game where the PvE encounter adjusts itself to maintain a fairly constant level of challenge in response to whatever classes you bring. Of course, this is hard to do, but I can still dream.</p>
<p>It&#8217;s very easy to do in PvP on the other hand &#8211; both teams simply swap after the first match is complete. That way there&#8217;s no point in bringing a min-max build because the other team will just get it in the next round. Instead, you bring the build that you think is the most fun&#8230;. and the other team will do the same, such that hilarity will ensue.</p>
<p>(some restrictions would probably be smart, such as no all-healer griefing teams, etc).</p>
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	<item>
		<title>By: /AFK &#8211; Syp&#8217;s Birthday Special Edition &#171; Bio Break</title>
		<link>http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/#comment-1210</link>
		<dc:creator><![CDATA[/AFK &#8211; Syp&#8217;s Birthday Special Edition &#171; Bio Break]]></dc:creator>
		<pubDate>Sun, 31 May 2009 12:38:06 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1480#comment-1210</guid>
		<description><![CDATA[[...] agree with Spinks &#8212; running with non-optimal groups can be some of the most fun you&#8217;ll ever have in a [...]]]></description>
		<content:encoded><![CDATA[<p>[...] agree with Spinks &#8212; running with non-optimal groups can be some of the most fun you&#8217;ll ever have in a [...]</p>
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		<title>By: Zaluthar</title>
		<link>http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/#comment-1152</link>
		<dc:creator><![CDATA[Zaluthar]]></dc:creator>
		<pubDate>Tue, 26 May 2009 11:05:52 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1480#comment-1152</guid>
		<description><![CDATA[The absolutely most failproof 5man-groups will run 2H,2T,1D. The only exceptions are bosses with (soft/hard) enrages.]]></description>
		<content:encoded><![CDATA[<p>The absolutely most failproof 5man-groups will run 2H,2T,1D. The only exceptions are bosses with (soft/hard) enrages.</p>
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	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/#comment-1148</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Mon, 25 May 2009 19:06:11 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1480#comment-1148</guid>
		<description><![CDATA[I&#039;m absolutely sure that you&#039;re right! Although I know in games that I&#039;ve played, it can make quite a difference to the difficulty.

I think the problem is more with the players really. But then again, I can see why people might prefer the easier option if there is one.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m absolutely sure that you&#8217;re right! Although I know in games that I&#8217;ve played, it can make quite a difference to the difficulty.</p>
<p>I think the problem is more with the players really. But then again, I can see why people might prefer the easier option if there is one.</p>
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		<title>By: We Fly Spitfires</title>
		<link>http://spinksville.wordpress.com/2009/05/25/running-with-non-optimal-groups/#comment-1146</link>
		<dc:creator><![CDATA[We Fly Spitfires]]></dc:creator>
		<pubDate>Mon, 25 May 2009 10:43:07 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=1480#comment-1146</guid>
		<description><![CDATA[I think MMOs are actually a lot more flexible in their group make up than people believe it&#039;s just that players always want the &#039;best&#039; group and have pre-defined concepts of what that is.

In EQ2, the &#039;best&#039; setup is probably something like a tank, 2 healers, 2 dps and 1 support. However, I&#039;ve been in some amazing groups that had wild mixtures of classes. 

I get annoyed when people say &#039;oh you can&#039;t join this group because we already have X&#039;. They&#039;d rather wait another 30mins for some other class even if that player sucked.]]></description>
		<content:encoded><![CDATA[<p>I think MMOs are actually a lot more flexible in their group make up than people believe it&#8217;s just that players always want the &#8216;best&#8217; group and have pre-defined concepts of what that is.</p>
<p>In EQ2, the &#8216;best&#8217; setup is probably something like a tank, 2 healers, 2 dps and 1 support. However, I&#8217;ve been in some amazing groups that had wild mixtures of classes. </p>
<p>I get annoyed when people say &#8216;oh you can&#8217;t join this group because we already have X&#8217;. They&#8217;d rather wait another 30mins for some other class even if that player sucked.</p>
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