I was wondering if any talk or comments are of note regarding unique cooperation between classes with temporary items created by specific classes.
If there were a skill or ability or product that only one class could produce that was of minor use alone, but when shared/given/combined with a product special to another class it yielded major utility.
I was pondering how coop-play could be encouraged.
Example: a Ranger forages for items to make product (A). Product (A) alone heals for 2% of HP, so minor effect. A rogue produces product (B), this stuns a target for 2 seconds, another minor effect. But, say product (A) is shared with the rogue to be combined with product (B). This produces a stun that now heals greatly over time and the stun lasts for 30 seconds.
NOTE: the products couldn't be sold, these items have a short shelf life. Something that spoils or is too delicate to travel with for long. They have to be created in the wild and used within a few minutes. So no creating 30 of product (A) or (B) etc, and selling them back in town.
With the example above I was thinking of team mates creating the healing stun to target the warrior that is ignoring the clerics cry for a recharge break and to not go picking anymore fights for a few minutes, but the warrior is all hopped up on bloodlust so the rogue and ranger stun him just as he is about to charge into another cave opening.
I am not sure I see the objective here - which may just be that I am not focusing yet today. Even after plenty of coffee.
We do not need to encourage people to group. Most if not all content will require groups. At least unless the character is seriously overleveled for the area. So if I want to kill a dungeon boss I will need to group whether the game has or does not have the items you suggest. Or, to say the same thing a bit differently, what reason is there to *encourage* cooperation between characters when the game's inherent nature already *forces* cooperation?
Encouraging groups to take classes that would otherwise be less desired is a different matter entirely. But the game already gives classes specific abilities that a group may find desirable. Transportation enhancements for example. Why add yet another set of class-specific benefits to the ones VR already has or is planning on?
Worse - consider the Law of Unintended Consequences. What can go wrong? What *will* go wrong? Suppose you have a powerful combined ability that a ranger and a rogue can jointly provide. Is it not likely that many groups will then seek one healer, one tank, one ranger and one rogue. Great for anyone playing a ranger or rogue but pretty darn crappy for anyone playing any other class.
I do not object to the proposal - yet. I do wish to see some amplification of what benefits it would provide without, hopefully, making things worse.
Sorry. I was unclear.
Main focus was to be on temporary items, forage items mostly.
Something that would spoil if not used within an hour.
Something that is or little use without combining with another temporary item.
These combinations could be used as an additional interaction incentive beyond the normal operating mechanics of the game.
Shareing could be open to all regardless of grouping or party.
Could also cause temporary commercial stalls or operating players.
I could envision a few people foraging and hanging out by a path to an event selling items that would be of immediate use to passers by.
Short shelf life foraging items + when combined with other like items produce short shelf life potent items of interesting effect.