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The Pub at MMORPG.COM  » Grouping in MMO's- whats the rush?

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31 posts found
  Dibdabs

Hard Core Member

Joined: 5/29/08
Posts: 1342

5/25/09 8:55:23 AM#26
Originally posted by Leethe

 


Originally posted by Antarious
See when someone ask "if you want to solo.. why are you playing an MMO..."
 
Well I solo so if I want to see what is over that hill .. I can.  I don't have a group "wtf are you doing we need to get to point A in the next 3 seconds or we'll all die or something.!!!"
 
I see ruins.. I go look at them... remains of a road.. I follow it.
 
That's why I solo... then after I see all that stuff.. I group.

 

That sums me up perfectly.

Me too.  I LOVE exploring, even if it gets me killed!  

  Neanderthal

Apprentice Member

Joined: 2/14/05
Posts: 1527

5/25/09 10:45:22 AM#27

This is why a certain amount of recovery time isn't such a bad thing.  If you have to stop fighting once in a while to rest up for a minute it lets you catch your breath, look around, talk to your group, and not feel so much like you are racing through everything.

Also, slower paced combat would help alleviate this problem.  If it took longer to kill each thing and the fights were a little less spamtastic and a little more tactical it would help.

And if you couple longer fights with possible exhastion of mana/energy/stamina or whatever so that players needed to manage their resources better it would make people think a little more and be a little more carefull.  And maybe even communicate with each other a little more.

When I was reading the OP the game that came to mind for me was Guild Wars.  I started that game years after it first came out so when I grouped with people for missions it was almost always a mad dash through to complete the mission as fast as possible.  There was virtually zero recovery time needed so there was hardly ever a pause in the manic hack and slash and exploding fireball action.  The combat was so fast paced and things died so quickly that I pretty much never had time to pay attention to what others in my group were doing.  I just spammed my own attacks in the midst of the general chaos and then, "oh crap we're moving again" and run up to the next batch of mobs to kill.

When I did come to some missions that required a little more planning and coordination it turned out to be suicidal trying to group with real people because very, very, few people I met in that game would even try to talk and coordinate with their groupmates.  I remember one mission towards the end of the prophocies campaign that I must have run about 40 times and couldn't beat it because nobody I grouped with would ever just STOP AND TALK for a minute before rushing blindly into the action.  I started to wonder if people in that game even understood the concept of planning ahead.  I think that the pattern of the "mad dash" that the game had programmed into their minds made them incapable of slowing down for even a few seconds.

Finally I bought one of the expansions so I could have some hero henchmen.  Leveled up my heroes.  And then using my heroes plus the ordinary henchmen I ran the mission alone and beat it on my first solo try.  That established a depressing precedent for me; whenever I ran into a difficult mission it was actually easier to do it solo with henchmen and heroes than it was to do it with real human players.   

  Cephus404

Hard Core Member

Joined: 2/27/08
Posts: 1937

5/25/09 1:41:36 PM#28

Yeah, that bothers me too, especially since everyone is just out for their own XP and is only using everyone else to that end.  They're all running wildly to the next target, ignoring anyone who has to hang back and rebuff or recover from the last encounter, especially the tanks who are being taken care of by the healers and don't usually have to worry about that kind of stuff.

Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA
Recently Played: HL2 (all), Halo (PC, all), Batman:AA, ME, BS, DA, FO3, DS, Doom (all), LFD1&2, KOTOR
Occasionally Playing: GW
Hope: None

  spades07

Novice Member

Joined: 6/14/08
Posts: 772

5/26/09 4:31:43 PM#29

heh agree with this but then when developers put an insane amount of mobs in an instance to "keep players occupied" then it's no wonder players rush. I mean look at the size of somewhere like gnomeregan and the number of mobs.

  Axehilt

Elite Member

Joined: 5/09/09
Posts: 4765

5/26/09 4:40:31 PM#30
Originally posted by tankyou
Originally posted by BesCirga

Did you do the instance with a full group? Because Chapter 11 is a small fellowship instance - 2-4 players.
 

 

i did not know this, we were a full group. -_-

 

Sounds like the big failing is the devs allowing you to take more players inside the instance than it was designed for.

As for "rushing", personally I didn't feel WOW's pacing was that bad -- although once I learned the instances I had a fantastic time intentionally trying to plow through them as fast as possible as an added challenge.

Rarely (except in early Retail WOW dungeons) did trying to race through a dungeon screw up its pacing.  In fact the only screwup that pops to mind was back when Retail WOW had the exact same problem as LOTR and you could take 10-15 players into a dungeon designed for 5 (which raises the question "did none of LOTR's devs play WOW?")

  JB47394

Novice Member

Joined: 10/16/07
Posts: 412

5/26/09 8:52:39 PM#31


Originally posted by Neanderthal
This is why a certain amount of recovery time isn't such a bad thing.  If you have to stop fighting once in a while to rest up for a minute it lets you catch your breath, look around, talk to your group, and not feel so much like you are racing through everything.

[...]

And if you couple longer fights with possible exhastion of mana/energy/stamina or whatever so that players needed to manage their resources better it would make people think a little more and be a little more carefull. And maybe even communicate with each other a little more.


I'm not a fan of forced downtime. Let the players choose when they take a break. Part of that is the requirement that the game design must give the players opportunities for breaks, both at the level of game mechanics as well as socially. Perhaps clearly, I don't consider forced downtime a viable game mechanic towards that end.

I recall many times in EverQuest where trying to exit a group gracefully just took forever. Leaving a group without a key function provided by my character could spell the end of the evening for all concerned. Not to mention trying to get out of the dungeon that we were in without dying.


Originally posted by Neanderthal
Also, slower paced combat would help alleviate this problem.  If it took longer to kill each thing and the fights were a little less spamtastic and a little more tactical it would help.

Hear hear.


Originally posted by Neanderthal
When I was reading the OP the game that came to mind for me was Guild Wars.  I started that game years after it first came out so when I grouped with people for missions it was almost always a mad dash through to complete the mission as fast as possible.

I got into a habit of returning to MMOs every now and again after locating my old guild. Naturally, as soon as I showed up with a level 1 character, they would run me through everything so that I could get close to their level as quickly as possible.

When I got to World of Warcraft, they didn't do that (they were busy raiding) and I was able to enjoy the game at my own pace. I rarely grouped.


Originally posted by Neanderthal
I just spammed my own attacks in the midst of the general chaos and then, "oh crap we're moving again" and run up to the next batch of mobs to kill.

That was my City of Heroes experience.


Originally posted by Neanderthal
I remember one mission towards the end of the prophocies campaign that I must have run about 40 times and couldn't beat it because nobody I grouped with would ever just STOP AND TALK for a minute before rushing blindly into the action.

Deja vu :)

[A fellow Neanderthal]

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