Remember back in the day when you could actually have 4-6 attackers on a regular map, neither leeching nor KSing each other to the point where it became more of a burden to party than a benefit? But now, everyone's too strong for regular mobs. Nowadays, maps full of sub-bosses labeled as "party play zones", but then there's just not enough spawn when even moderately funded players start appearing. Having multiple actual attackers simply isn't efficient because they'll steal each other's kills and EXP.
I was thinking about this the other day. And I started wondering what would happen if there were some really big maps? But then...that would probably create lag issues and really screw up party skill sharing since nobody wants to walk all the way across the length of Henesys to give Holy Symbol. Wouldn't work so great. Then I had a different idea.
What if you had 3-6 maps with an identical platform setup (they could look different graphically though) where the players could see, talk to, party, buff, and share EXP with each other, but could only see and attack the monsters in their own map? I know it's a bit confusing, but lemme try and explain.
-A Buccaneer is in map A, training alone. Let's say the map spawn 20 regular monsters. Then their Marksman friend shows up.
-The Marksman joins the party, and decided (not automatically) to move to map B, which is linked. He can see the Buccaneer, but not the monsters being killed or the drops in map A. Instead, he's got his own spawn of 20 monsters that he can attack. The two party members can speak and see each other's "To All" chat, can buff each other, and share EXP. But they can't KS or loot each other since they have completely different spawns.
-A Phantom shows up, joins the party, and moves to map C. I think you see where this is going.
I think this would be a great system for some new areas that would promote actual, active partying rather than one person killing a ton and 5 people leeching/buffing them.