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As mentioned in the overview of raiding,
Dungeoneering is designed on the basis of dungeon floors that are explored
by a team of players, often called parties. A party can have
anywhere from 1 to 5 players in it. While the overall process of raiding
remains the same for all party sizes, the details of what you find in
the dungeon floor changes substantially based on the number of players
in the party, as well as their combat prowess and skill levels.
Solo Play
Solo play just means playing with
a team of one: yourself. This can be done simply by forming a party
using the ring of kinship and then entering the dungeon without inviting
anyone else to join you.
The main advantages of solo play
are simplicity, freedom and flexibility. Specifically:
You can play when you want, for as long as you
want, without having to coordinate schedules with friends, or take a
chance on playing with strangers. Its easy to log in quickly to
do a floor when you have 20 minutes of time to spare.
You can play how you want, without having
to deal with conflicts between yourself and other players. You dont
have to deal with players who are in a big rush, or those who want
to take an hour to do a floor, or those who make decisions that knock
down the XP earned.
Theres no need to worry about finding a
common undone floor among a party of players, to ensure
that nobody takes a prestige
penalty for repeating a floor.
You wont get stuck if a teammate suddenly
leaves in the middle of a floor.
All of the resources on a floor are available
for your exclusive use.
Since you are handling all of the keys, theres
no confusion related to figuring out who picked up what.
Some of the puzzles and bosses are significantly
easier when playing solo.
The major drawbacks of solo play
have to do with the restrictions imposed on solo players by the design
of Dungeoneering:
As a solo player, you are restricted to only
small (4x4) floor
maps. (The knowledge base says solo players
are supposed to be able to play medium sized maps, but they cannot).
Solo players generally earn less XP than teams
(in part because of the ability of teams to play bigger maps and at
higher difficulty levels). This reduction of XP can be very significant
for the deeper floors, where a team of 5 can earn 2 or 3 times as much
XP per hour as a solo player.
You wont have teammates to help out if
you need a skill level higher than you possess to do a puzzle or open
a door.
Some players get lonely when doing dungeons on
their own.
Overall, solo play is ideal for independent-minded
players, those who have little time to play RuneScape, and those who
dont want to rush through the skill. It is more relaxed and simpler
than group play, but you lose the ability to get the really big XP rewards
that come from a large team on a big floor.
Team Play
When you form a party of 2 to 5 players,
you will be engaging in team play upon entering the dungeon. Team dungeons
are not just solo dungeons with more and higher level monsters in them:
they change in a number of important ways.
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The most important advantages of
team play are expanded capabilities, synergy between players, faster
training speed and interaction:
As a team, you have access to medium sized (for
teams of 2 to 5) and large floors (for teams of 4 or 5). This allows
you to take advantage of the many benefits of larger
dungeon floors.
You are more likely to find resources that you
need to make good quality armor and weapons, or to get them as drops.
You get more equipment and supplies in the starting
room.
Players can exploit each others strengths,
so if one player has high Smithing he can make armor and weapons, while
if another has high Runecrafting, she can make runes and staves.
If you enjoy playing with others, the game is
much more interactive and interesting in a team.
A good team usually gets more XP than if its
players went solo.
The drawbacks of team play are mostly
related to complexity and coordination difficulties:
You have to find common times when all team members
are available. This may be easy for a bunch of teens who get together
frequently in real life and play RuneScape a lot, or college
roommates, but can be extremely difficult for adult players and those
who are otherwise busy with other things much of the time.
You have to coordinate uncompleted floors, to
avoid having some players need to repeat floors (leading to huge XP
penalties).
Coordination within the dungeon floor can be
an issue; you need to decide who will do what, ensure that party members
can find each other, and choose how to split up resources.
There is a substantial risk of conflict between
players, unless they know each other very well. Potential areas of concern
include dungeon settings, exploration strategy, key handling, how much
of the dungeon to explore, which monsters to kill, and how to deal with
the boss.
If you get onto a floor with a team of players
who are selfish or incompetent, the raid can become a nightmare very
quickly. There are players who think its perfectly fine to stand
around chopping branches while everyone else deals with the monsters.
Conversely, you can also get players utterly obssessed with going as
fast as humanly possible, who keep rushing teammates to the point of
expecting them to go into the boss room unprepared.
Players leaving mid dungeon can cause leave those
who remain in a lurch.
Some of the bosses are significantly more difficult
in teams than they are for solo players.
Team play works best with small groups
of friends who know each other well and have plenty of time to play.
Ideally, they will coordinate both their schedules and their prestige
resets to ensure compatibility, and get into a groove over
time where everyone knows what to do automatically.
I do not recommend teaming up with
random players unless you have a lot of patience or a high pain threshold.
Ive done this extensively and even with high-level players, you
are going to frequently get at least one jerk or clueless twit out of
four.