I have come up against an issue with respect to a party size (when including associates) when accommodating a MP game. This has gone under the radar until recent module two testing.
A little while back, I discovered a party size more than ten was preventing an area from loading in a MP game. Now, I have discovered that a party size more than nine (at a push ten) can cause doors from not opening and creature deaths fail to leave lootable corpses.
In previous testing, my wife has played large party numbers in a SP game and this works fine. However, this is the first time we are trying a MP environment where her PCs are higher level, and where the higher level summons and companions are surviving longerā¦ meaning there is more likelihood of ten or more surviving a battle. In a SP game, this is not a problem, but, as I say, this causes issues mentioned above in a MP game. This issue has been confirmed on two computers, one running Windows 10 and another Windows 11.
So, I am looking for player feedback to help with how best to proceed. At the moment, I unsummon associates between area transfers, which fixes the area load issue. However, I am not sure how players would like me to handle the associates in a MP game with respect to the latest door/body loot issue. Here are the options as far as I can seeā¦ (unless someone has a solution to this problem)ā¦
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Automatically limit the total number of associates in a MP game. E.g. If a player casts a summons and the party already has nine members, it fails to summon. i.e. Another summon or companion must be dismissed first. (My preferred option at the moment.)
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Allow āunlimitedā summoning during battle, but un-summon creatures after a battle to allow loot to appear and doors to open again. To clarify the door situation, it may āopenā but not show in-game, as creatures (other than the main PC) can go through. This can be confusing and spoils the immersion, I believe.
There is also something else to consider in either caseā¦ Do I alsoā¦
No longer have henchmen in a MP game to allow more headroom for PC associates, or let the player determine their combination of associates? Bearing in mind that the players can have one less associate of their own for each henchman in the party. I am erring towards āno henchmenā in a MP game at the moment. An example of a henchman is āScrapsā, the dog, or āSebastionā, the Empire Guardian.
Any thoughts from yourselves appreciated.
- Limit Maximum associates to nine. (Allow henchmen.)
- Allow unlimited and remove after combat. (Allow henchmen.)
- Limit Maximum associates to nine. (No henchmen.)
- Allow unlimited and remove after combat. (No henchmen.)
As I say, if you have any other thoughts or ideas how to manage this issue with a MP game, please advise.