Suggestion to encourage Co-op in Lab

This game needs more ideas to encourage Co-op, so I had this idea.

Currently, if you team up for the lab, when someone dies or disconnects, they are kicked out, but the lab remains at the higher player count difficulty. Kind of punishing for the remaining player. Also, if you're playing with a friend, it's kinda a dick move to continue without them.

You know how in games like Left 4 Dead, if you die you show up in a closet further in the level and can be rescued?

What if when you die in the lab, you get to spectate the remaining player(s), and you show up in a closed cell on the next level, that can only be opened by a lever accessible by the living players. If that's not technically possible with the PoE engine, perhaps you simply respawn if the living player completes the level. To keep it challenging, if a player dies, maybe they can only be rescued by defeating a hard lab boss (like Argus) that spawns at the exit of the current level. If they die during the Izaro fight, make that give a buff to Izaro, but the player is revived if Izaro is killed.

Such a system would make it advantageous to co-op the lab, compared to soloing it, and also prevent disconnects from immediately ending your run.
Last bumped on Mar 8, 2016, 3:23:10 PM
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Thats a great idea!
Last edited by LSN#3878 on Mar 8, 2016, 2:49:52 PM
Would love this!

A fallen player showing up in a cell in the next location, being able to be freed by the living companions to rejoin the fray!

Or just respawn automagically in the next area for simplicity's sake.

Would be great Lab Co-op fun!


Peace,


-Funsies is a must-
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Last edited by Kwonryu#3444 on Mar 8, 2016, 3:00:57 PM
best way to encourage co-op is to add the option to disable ally spells/attacks animation, over 2 players and the screen becomes a mess, let alone sort traps under that mess.
self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

.
Last edited by Entropic_Fire#0222 on Oct 26, 2016, 5:47:21 PM

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