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The Pub at MMORPG.COM  » Why are MMOS so soloable? Thats why they get boring fast

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25 posts found
  tilelan

Apprentice Member

Joined: 6/08/04
Posts: 24

4/07/07 4:54:53 PM#21

 

 

Originally posted by Meridion
Its so simple, MMOs are soloable because people suck... I had core groups in every game I've played online during the last 10 years.

But it happens so often that you have no time for teaming up challenging the eternal caves of doom for 4 hours. Actually, it happens every weekday. So I'm there, its weekday, 3 pm, I've got 2 hours till my next college obligation, so I'm like, hey, wanna DO something for my character.
Now you take the MMO of your choice and go "LFG" für a 5-man or 6-man group at 3pm on a tuesday for a quick adventure.... Oh, no success? ... So, what will you do with your 2 hours of spare time which you actively dedicated to MMO gaming? - Either you go FPS Doug bashing stuff in Counterstrike, or you go solo something, and if soloing isnt rewarding, a game that wastes my weekday-spare time can as well go down the drain ^^

So Reason 1 - Random groups suck
Reason 2 - Core groups are not available on off times
Reason 3 - I'm glad if I dont have to put up with people
Reason 4 - LFG'ing sucks
Reason 5 - Group challenges eat up all your time, they are for Saturday evenings mostly
Reason 6 - The ultimate reason - MMO players generally suck, its SO hard to find like 5-10 people that are not totally SICK in their minds ^^

Meridion

 

Just because your anti-social and generally asume everyone sucks doesnt make your pre-concieved idea true. I can see valid reasons why you want to solo with a few hours to waste, but to encourage grouping and socializing a solo player should advance slower, this is my opinion on it. 

The problem is the new Im Elite mentality and I Need no one because and I am better than you all selfishness that a lot of people seem to posses that discourages grouping even further. As the one guy said, this is a game we dont need some anal retentive elitess bitching because were not taking the normal path thru a dungeon or his health droped to 40% one fight.  Just make sure you understand that I said a solo player should advance slower, not cant advance at all, but the combined efforts of a group should have a more rewarding experience and payoff. This is How i feel it should be. Feel free to dissagree

  Meridion

Novice Member

Joined: 6/22/06
Posts: 1501

None of you understand. I'm not locked in here with you. You're locked in here with me!

4/07/07 5:00:08 PM#22
That's it, people suck ^^ I have to put up with people all day long and the absolute minority are my friends or even remotely nice. So why would I want to play with people that ARE NOT nice, of course "nice" is not an absolute but my personal standard. And this standard exists in a very tight frame, call me antisocial, but its a game and I pay to have fun, so if I have more fun soloing and meeting my personal buddylist, those games are for me.
BTW. thats a much larger problem. The widespread social variety of people in MMOs, I'd not interact with 35 year-old Roleplaying freaks in normal life and would not interact with 14-year old kids on the street. Again, call me antisocial, but darn, I don't want those people in my life online either ^^ Thats just because I'm not belonging to the roleplaying/MMORPG-community and never have. I'm a normal college guy and pretty narrow-minded, for my own good I guess ^^

And frankly, I think most modern multiplayer gamers think so...

Meridion

@TILELAN P.S: Egomanic disorders are phallic phase, not anal, but who cares. I agree on the group quests should be more rewarding, but erm, actually, show me a game where this isnt reality? From WoW to EvE, if you don't group, it takes forever to achieve top-gear. If solo-options would be reduced even more, people would stop because they could not do anything in their free time, I truly believe that this is the price you pay for the new generation of players. Not mainly because theyre different, but because they won't spent as much time and effort for a game than the hard boiled RP elite that used to play these games 10 years ago...
  Rehab13

Novice Member

Joined: 5/13/05
Posts: 24

4/07/07 5:24:45 PM#23
I personally think that one of the main reasons MMORPG's aren't popular anymore is that they are too soloable.  It's not even an MMO game if you aren't grouping or interacting with anyone. It becomes a single player game within a week. That's not the point of these games. It is supossed to be a social game where you need to find friends and count on them to help you accomplish thing you couldn't do on your own. I have a feeling that forced grouping will need to be in place for the next true great MMORPG to happen.
  Meridion

Novice Member

Joined: 6/22/06
Posts: 1501

None of you understand. I'm not locked in here with you. You're locked in here with me!

4/07/07 5:37:33 PM#24
I take any bet against that. The light mix of truly soloable and hardcore-raiding works too good at the towering success mmog no1: WoW. 8.5 Million enjoy the concept of being able to solo while also being able to loot incredible stuff with a large group event. Its the flexibility that matters.
I can tell, because I play like this. I'm have very different blocks of spare time and different times that I can be on. Sometimes, during vacation, from 5 pm to 11pm... sometimes, during normal days, from 9 am to 11 am or half an hour in the afternoon. Being able to actually do something whenever you want is absolutely priceless...

From unlocking Ilidans Lair with a 8 hours/day 25 man raid to going fishing for 30 minutes and possibly looting a nice blue item. Thats the concept of the future...
And MMORPGs are NOT losing popularity, this market has won - in the western segment - over 1000% paying customers during the last 24 months. And that is a trend, only certain vets are mourning over old times...

Meridion
  Coldmeat

Novice Member

Joined: 3/19/04
Posts: 3480

We're trapped in the belly of this horrible machine
and the machine is bleeding to death

4/07/07 5:54:39 PM#25


Originally posted by Meridion
I take any bet against that. The light mix of truly soloable and hardcore-raiding works too good at the towering success mmog no1: WoW. 8.5 Million enjoy the concept of being able to solo while also being able to loot incredible stuff with a large group event. Its the flexibility that matters.
I can tell, because I play like this. I'm have very different blocks of spare time and different times that I can be on. Sometimes, during vacation, from 5 pm to 11pm... sometimes, during normal days, from 9 am to 11 am or half an hour in the afternoon. Being able to actually do something whenever you want is absolutely priceless...

From unlocking Ilidans Lair with a 8 hours/day 25 man raid to going fishing for 30 minutes and possibly looting a nice blue item. Thats the concept of the future...
And MMORPGs are NOT losing popularity, this market has won - in the western segment - over 1000% paying customers during the last 24 months. And that is a trend, only certain vets are mourning over old times...

Meridion


Much as it galls me, I have to agree with the letter M here. MMO's are more popular now than ever.

And as more of the mainstream gaming market sets foot in MMO's, the desire for soloability will increase.

MMO does not mean forced grouping. It's Massively Multiplayer Online, not Massively Group Only Online, cause that'd be MGOO. I'd like to see more games take the approach that CoX, or AO did, where the difficulty scales, along with the rewards depending on the number of people attempting the mission/dungeon/whatever. With the option to scale the difficulty up or down, with the chance of rewards scaling up or down alongside it. WoW already has a very simplified version of this idea with the Normal/Heroic versions of dungeons. I don't play anymore, so I don't know how well they did on the execution.

Personally, I don't care if Joe Blow gets his leet purple epic epeen adjusters from running a solo instance of MC 1,000 times, or running MC with 39 other people 100 times. Aside from simple jealousy that Joe has something you don't, how he gets his gear has no impact on your gaming experience in a PvE environment. And if everyone has the same access to getting the gear, then there's no excuse for not having it in a gearcentric pvp game.

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