Unlockable
Groups & Social
Grouping happens naturally. When two compatible adventurers cross paths they might band together, move as a unit behind a leader, and split up again as members wander off. It's the social fabric of your server forming and dissolving in real time.
- Parties
- Form on their own
- Bond
- Same faction
- Identity
- Shared colour
Forming a party
As adventurers move around, compatible ones who pass close by may decide to team up. They have to be on the same side (rivals won't party) and not already grouped. Once together they share goals and take on content that would be risky alone.
Reading the room
A new party is tinted a shared colour, picked from a bright palette and worn over each member's faction colour for as long as they're grouped. On a busy server you can read the social structure at a glance, clusters of matching colour moving together, and watch it shift as parties form and break apart. When someone leaves, their normal colour returns.
Following the leader
Members fall in behind a leader and take their cue from whatever the leader is doing:
- Drifted too far back? Break off and hurry to catch up.
- Right on the leader's heels with nothing to do? Mill around nearby.
- Otherwise, follow the leader into whatever's next, be it a fight, a journey, or an adventure.
Leaders leave, parties fold
Membership is loose. After finishing a goal a member might strike out on their own, and logging off always means leaving the group. If the leader departs, another member takes the reins; once a party dwindles to a single person, it disbands. Groups are a constant churn of forming, leading, and breaking up.
Chatter
Grouped or passing adventurers chat with each other, and the banter, which scrolls past in the event feed, lifts their mood a little. Simply being in good company makes for a happier, stickier player.
This article describes MMOS v0.1 behaviour. The game is in active development, so systems will grow and change. Expect this to be revised as it does.