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Originally posted by Zippy No Vanguard is super easy to solo. One can solo 1-50 without ever grouping or grinding, just doing solo quests, in 5-6 days played with little effort or thought. Now there are a few classes like rogues that are difficult to solo but almost all VG classes are good soloers and level super fast.
I've played VG. Soloing was not a rewarding experience. The loot sucked, the XP gain was atrocious and I was constantly steered into grouping areas to complete my solo based kill tasks. VG's solo content is mind numbing without fun loot to even partially mitigate it. The vast majority of cool loot came from group quests, 4 dot named mobs and raiding. |
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heartless
Elite Member
Joined: 1/05/04
Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan |
Originally posted by Greenie
You are correct sir!! But both of those games at some point will require a group to do 100% of the content. One player is not takind down a space station in EvE. What is uniquely different about those games is that they had a real working "true" economic system driven by the players and the solo person has the ability to get equal levels of items and equipment as any other player. The EQ , WoW, WaR , model is a dated and dying one in terms of loot and economy. Yes, you had to group in UO, especially if you were pure melee if you wanted to take out wyrms or something equally deadly. But it was not required for character progression or overall content progression. Because UO was set up as a world, not a theme park, you could've just as easily skipped that content and done something else. Something just as viable. The major difference is that in games like UO and EVE you set the goals. In games like WoW, the developers set the goals for you. Since the main goal in WoW is character progression, which turns into loot progression after max level, giving access to the best loot only to a select minority, is pretty much the same as allowing raiders to reach level 80 and lock every one else at 70. Because let's face it, in WoW loot is a huge factor.
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Originally posted by Beartosser Exactly, but once people become used to being on the receiving end of that level of preferential treatment, it's very difficult to get them to give it up.
It's not about equal treatment it's about game design. MMORPGs are traditionaly designed with a focus on group content at SOME point in the game, it doesn't HAVE to be fair for the solo player. Your opinion is immaterial. |
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Originally posted by Ihmotepp
Both want a game they like to play. Groupers want a group game, soloers want a solo game. I don't think it's beyond their capability to create a game that satisfies both, but if it is that difficult, maybe they should go the route they went with PVE and PVP in WoW......seperate servers. |
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Originally posted by heartless Yes, you had to group in UO, especially if you were pure melee if you wanted to take out wyrms or something equally deadly. But it was not required for character progression or overall content progression. Because UO was set up as a world, not a theme park, you could've just as easily skipped that content and done something else. Something just as viable. The major difference is that in games like UO and EVE you set the goals. In games like WoW, the developers set the goals for you. Since the main goal in WoW is character progression, which turns into loot progression after max level, giving access to the best loot only to a select minority, is pretty much the same as allowing raiders to reach level 80 and lock every one else at 70. Because let's face it, in WoW loot is a huge factor.
I agree with you wholeheartedly, except that the major argument from soloer's is they are not able to see ALL the content. So even if the best designed models imo ( UO and EvE) soloer's still would not be able to do all the content and would still complain. The only way to have these solo extremists happy is to remove any and all group based encounters,dungeon, content. |
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Originally posted by Ozarumon
Hm i think you cannot "solo" Saga of Ryzom. 1. The max. XP is 3k / mob or 6k if you have catalysators of the required level (50/100/150/200/250). For example you need level 250 catalysators to enhance a skill over 200 :) Catalysators can only be harvested by guilds who own an outpost of the respective level :) 2. Every mob needed on approaching max lvl will kill you definitely if you are alone 3. the good levelling places are very dangerous to get to and/or maintain safe 4. Max. Level / Skill is 250 But on the other hand there is no need to "solo" an MMORPG
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heartless
Elite Member
Joined: 1/05/04
Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan |
Originally posted by Ihmotepp
Please show me where exactly does it specify that "end game" has to be group and raid content? BTW, "end game" is just more "game" no matter what it is.
Generally "end game" is considered a change in the game. It is something you cannot do until you finish with character progression, which is what makes the game an RPG. It doesn't ahve to be raiding. It could be PvP, building the great pyramids, or something else, but it's a change in the game. If you're still leveling, still doing the same thing, it's not "end game". If you have finished with character progression, why are you killing these mobs still? If you're not finished, it's not "the end".
Correction. "End game" is considered by you to be a change in the game. "End game" is nothing more that content which allows the player to continue playing his or her max level character as opposed to starting a brand new one or moving to another game entirely. It could be raids, it could be solo, it could be crafting. There are no set rules, except for the ones the developers themselves choose to implement, which state exactly what "end game" should be.
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Originally posted by Ihmotepp
Both want a game they like to play. Groupers want a group game, soloers want a solo game.
....and yet, after all these years, we STILL don't have an MMO that doesn't treat soloers like second class gamers. The genre is over a decade old, there is no excuse and we're getting tired of waiting. I remember when I started playing EQ in 1999. Even then, people bitched constantly about the lack of solo content and solo rewards. Druids were one of the most popular classes specifically for it's ability to solo more content than any other class except the necromancer. How long should it take a dense headed, hardcore oriented developer to think outside of the forced group / raiding box? |
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heartless
Elite Member
Joined: 1/05/04
Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan |
Originally posted by Greenie Yes, you had to group in UO, especially if you were pure melee if you wanted to take out wyrms or something equally deadly. But it was not required for character progression or overall content progression. Because UO was set up as a world, not a theme park, you could've just as easily skipped that content and done something else. Something just as viable. The major difference is that in games like UO and EVE you set the goals. In games like WoW, the developers set the goals for you. Since the main goal in WoW is character progression, which turns into loot progression after max level, giving access to the best loot only to a select minority, is pretty much the same as allowing raiders to reach level 80 and lock every one else at 70. Because let's face it, in WoW loot is a huge factor.
I agree with you wholeheartedly, except that the major argument from soloer's is they are not able to see ALL the content. So even if the best designed models imo ( UO and EvE) soloer's still would not be able to do all the content and would still complain. The only way to have these solo extremists happy is to remove any and all group based encounters,dungeon, content. There are extremists on both sides. Some want to solo all content and some want all content to be group only. Since catering to only one extreme would alienate the other, there has to be a happy medium. To do that the developers have to find a way to make both play styles equally fun and viable. Ninja edit: Basically, no one group should get preference when it comes to other portions of the game because of their play style. For example gear giving raiders "ez mode" in PvP.
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"If you are not in the target audience.. well... as I've said before you are SOL. No one is making you play." As I mentioned in another post, I'm not currently playing an MMO, and for that very reason. There are many out there like me who are waiting for a game to meet our needs, and by posting here I'm reminding the devs that if they build it, we will come, and they will make money. |
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Originally posted by heartless
I only hope that developers do not continue to water down their products by trying to cater to all sides. Although I will not play Darkfall, I do like that a company has tried to cater to a niche audience. It's too bad companies aren't more satisfied with making a good game with a nice playerbase and turning profit year in and year out instead of the business ego competition that goes one. We've got 11 Million Subscribers!!! We're the #2 mmo on the market! It just seems if companies could provide a good product in a niche market they could enjoy the rewards of a loyal playerbase. |
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Originally posted by Beartosser
But I really don't think they will make money cause all of you that come are just not that many in comparison. Sorry :( I know I'd never play a MMO that was entirely solo based and I could do everything solo. To me, what's the fun in that if I never get to group up to do more difficult content? Your opinion is immaterial. |
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Originally posted by johnspartan
It's not about equal treatment it's about game design. MMORPGs are traditionaly designed with a focus on group content at SOME point in the game, it doesn't HAVE to be fair for the solo player.
You keep trying to shift this into a lets change current games, when this is about someone finally coming out with a new kind of MMO. We are using current games as examples of the status quo that needs to change. Not really sure how this helps your arguement in any case, but whatever. It is preferential treatment, just because the developers are responsible doesn't somehow negate that fact. I'm not any more worried about hurting a grouper's feelings than they are mine. So bring on a solo oriented MMO and screw the rest. That's the game that will get and keep my subscription. |
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heartless
Elite Member
Joined: 1/05/04
Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan |
Originally posted by Greenie
I only hope that developers do not continue to water down their products by trying to cater to all sides. Although I will not play Darkfall, I do like that a company has tried to cater to a niche audience. It's too bad companies aren't more satisfied with making a good game with a nice playerbase and turning profit year in and year out instead of the business ego competition that goes one. We've got 11 Million Subscribers!!! We're the #2 mmo on the market! It just seems if companies could provide a good product in a niche market they could enjoy the rewards of a loyal playerbase. Well, the watering down is a problem for sure. A problem which, in my opinion, does not stem from the fact that it's being catered to everyone but simply because that's the easy way out for developers. I mean, what's the easiest way to make group content? Give the mobs tons of HPs and make them hit much harder. Solo content? Do the opposite! Instead of making the content challenging by creating better AI, adding puzzle elements or implementing the use of the environment into game play, the developers choose the easy way out. It's just as possible to create challenging, interesting and equally rewarding content for both group and solo players. I guess some of this could be attributed to outdated engines of current MMOs. However, I think that the biggest problem is that developers and executives do not want to try something new. They see WoW's success and they want a chunk of those 11 million subscribers. So they assume that by emulating WoW as closely as possible they will get people to switch. Which hasn't worked so far.
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Originally posted by heartless
Yes, it is sad that the people who seem to have the greatest ideas do not have the technical or business knowledge, finances, or sales pitch to incorporate them. This is why I hate that WOW was such a staggering success. They did a great thing and introduced a ton of people to MMORPG's that had not played them before, but because of their success companies keep assuming that is what all gamers want so they try to recreate it, rather than look at it as " Okay, Blizzard got us a huge playerbase out there, they've put our industry into the mainstream, what is something new we can do that will attract those players who are tired of wow" |
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Originally posted by Vrazule
No I am talking about a new game too. To make a highly polished AAA MMO with lots of content that would change the status quo and be a "good" game that was solo oriented you'd STILL need a lot of money and time, two things that will only ever be given to you, a development studio, by a publisher/board if you can convince them that the game is going to sell like hotcakes and they'll make a return on their investment. Your opinion is immaterial. |
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Originally posted by heartless
When you are trying to create a game that never has an ending, i.e. a MMO, you have to create a LOT of content. For instance Bioware saying that SW:ToR will have more content then all previous Bioware RPG's combined. Your opinion is immaterial. |
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heartless
Elite Member
Joined: 1/05/04
Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan |
Originally posted by johnspartan
When you are trying to create a game that never has an ending, i.e. a MMO, you have to create a LOT of content. For instance Bioware saying that SW:ToR will have more content then all previous Bioware RPG's combined. It's funny because a square wheel (EVE Online) has more subscribers than any of the last batch of round wheels (WAR, AoC, TR, Vanguard, etc). You can't honestly believe that the EQ/WoW approach is the only way to properly do MMOs.
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Back when I played original EQ, it was well known in the game that you couldn't solo play every class effectively. That even the classes you could solo, more exp could be gained from grouping. I liked soloing, so I made first a Druid (great soloers in EQ) and then a Necromancer. I could not make a Warrior and expect to solo it successfully. Was it a dissapointment to me that I could not play any class I wanted 100% solo? Sure, but it added to varity and depth to the game.
The problem I have with mmo makers and a large chunk of players is the fact that they dont want ANY interdependance with any other players. They not only don't want to group (forget raiding) but they want all classes to be able to do what any other class can do.
Instant travel is another example. Once upon a time fast travel was tied to fellow players. You had a friend, or you asked a certian class that had the skill to buff or teleport you, or you made that class yourself. It was just 1 of 100 elements that made it feel like a community. Now 9 out of 10 games you go to a stone, use an item or NPC. MMOs today may as well be single player for all the interaction you need to have. |
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Originally posted by heartless It's funny because a square wheel (EVE Online) has more subscribers than any of the last batch of round wheels (WAR, AoC, TR, Vanguard, etc). You can't honestly believe that the EQ/WoW approach is the only way to properly do MMOs. I do think he and many others do. I also think that wheels used to be made out of stone, then progressed to wood, then to rubber and other composites. Just because the wheel is round, doesn't mean you need to stick to the same old components to make it.
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Originally posted by heartless It's funny because a square wheel (EVE Online) has more subscribers than any of the last batch of round wheels (WAR, AoC, TR, Vanguard, etc). You can't honestly believe that the EQ/WoW approach is the only way to properly do MMOs. Actually I would consider EVE to be more like a sled then a wheel. A sled will work much better than a wheel in certain environments while a wheel is more generic purpuse. I would also consider games like WAR, AoC, TR, Vanguard to be 'square wheels'. They were different enough from WoW but did not have an environment where they were usefull. I actually believe that a game where soloing, casual grouping and raiding are given equal footing in all aspects of the game is possible. However, it requires a different mindset among all these groups then the old batth of group-centric games has fostered among the current MMO playerbase. |
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Originally posted by Torik
At it's core WAR was identical to wow. Loot /gear dependence and PvE is endgame content, despite being advertised as completely the opposite. Everything around that core was poorly designed and implemented. ( They used old worn out rubber on the tires) |
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heartless
Elite Member
Joined: 1/05/04
Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan |
These analogies make no difference. The fact is that EVE is probably as different from the usual EQ/WoW type as an MMO can get. It also has more subscribers than most EQ/WoW type MMOs. That alone shows that people are tired of playing these repackaged versions of WoW that developers keep feeding us.
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Originally posted by heartless
As does this brilliant ad campaign www.youtube.com/watch Flawless victory. :D |
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heartless
Elite Member
Joined: 1/05/04
Imagination will often carry us to worlds that never were. But without it we go nowhere. -Carl Sagan |
Originally posted by Greenie
As does this brilliant ad campaign www.youtube.com/watch Flawless victory. :D
I hate elves so much... I loved Overlord II for making elves look like flamboyant treehuggers.
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