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Wyvern Player GroupsWyvern allows you to create groups with other players and adventure together. This section shows you how to create and maintain a party of adventurers. ContentsOverviewPlayer groups are temporary associations of players. Anyone in the game can create a group, and any number of players can join that group. You can currently only be a member of one group at a time. You can leave your current group at any time. To start your group, someone needs to follow you. This is the way a person tells you they want to join your group. After the person follows you, you group the player, and the two of you will form a group. You are the leader of the group. Every group has only one leader. The leader of the group has several extra abilities:
Your group stays in existence until it is disbanded or the last person leaves the group. Anyone in the group can leave the game and return later, and the group will still be there. However, if everyone from the group quits the game, the group will disappear. Group NamesThe leader of the group can create a name for the group. Normally this name is only known to the members of the group (and any Administrator/Wizards online). However, the leader can also group publish the group, so that other people in the game can see the group and its members using the groups command. If a group hasn't been published by the leader, then only the group members know about the group — nobody else can tell that the group exists (again, except administrators). Group BenefitsThere are two primary reasons for creating groups:
Unlike in text-based MUDs, you don't automatically follow the leader of your group around. It's up to the individual members to stick close enough together for the experience-award sharing to kick in. There are currently no restrictions on who you can group with — a 20th-level player could group with a 1st-level player. We may change this in the future if it gets abused. Experience SharingExperience is shared among the group members as follows:
As an example, a group consisting of a 1st-level, a 3rd-level and a 7th-level player would have a total of 11 shares (1+3+7) for each kill:
For a 40-experience-point monster killed by one of the three players, within view of all three, the experience would be divided as follows:
If, when the monster dies, only the 1st-level and 7th-level player are close enough, then they divide all the XP between them. The 1st-level gets 1/8 shares, and the 7th-level gets 7/8 shares. AlignmentAll players who share in the experience for a kill get their alignment adjusted as a result of the kill. Killing good creatures makes you more evil, and killing evil creates makes you more good. The alignment adjustment is not divided up among the party — everyone gets adjusted by the amount that a single person would get for having killed the monster. Alternative ApproachesSome games award group experience differently. For instance, in some games, everyone gets a share of experience based on the amount of damage they did to the monster before it died. This approach doesn't work well for support characters, who are healing the others, enchanting weapons and doing other important work that doesn't directly damage the monsters. We felt it was better to base it on level, on the assumption that on average, your level of participation will approximately track your relative experience level. Group CommandsWyvern provides a rich set of commands for group members and group leaders:
More detailed descriptions of the syntax and arguments for group commands can be found in the Player Command Reference.
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