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Originally posted by Ihmotepp
You just contradicted yourself. You're telling me how ot play, and saying no one should tell you how to play. I want a game with challenging group content. If that content can be soloed, it's not a challenge and you've ruined the group content for me. And yet you insist the solo content needs to be in the game, so no one else will tell someone how to play. So you want to destroy the content in the game I like, then tell me you've given me a choice? WTF??! I insisted solo content needs to be in the game? Care to show me? I apologize if you have read my advocate threads. You must not play WOW. My pet and I is me.. Just me.. I never said you had to play anyway other than what you do already? Nor would I. I think you have me mixed up with someone else. |
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Originally posted by Ilvaldyr If the rewards compensated for the increased inconvenience of grouping, then that sounds like a good system to me. Mind you, that would mean the quests gave better rewards in a group instance, since the mobs are tougher. From an outsider's point of view, AoC's system sounds much better than WoW's. |
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Originally posted by Shannia You can group for outdoor content in WoW, but the system punishes you for doing so. More hassle + lesser reward = a disincentive to group. |
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Shannia
Hard Core Member
Joined: 11/06/05
"World of WarCraft is held alive solely by the mediocrity of competing products." RendRegen |
Originally posted by MMO_Doubter You can group for outdoor content in WoW, but the system punishes you for doing so. More hassle + lesser reward = a disincentive to group.
I completely disagree. Over the course of a day of grouping, you will get far more xp and rewards grouping than soloing in level appropriate outdoor content simply from the fact that you'll be able to complete tons more quests in the same amount of time. Questing is where the XP is in WoW for outdoor content until you get to 60. 60-80 is a HELL of a lot faster PvPing than questing from what I've been told.
Fear not fanbois, we are not trolls, let's take off your tin foil hat and learn what VAPORWARE is: http://en.wikipedia.org/wiki/Vaporware "Vaporware is a term used to describe a software or hardware product that is announced by a developer well in advance of release, but which then fails to emerge after having well exceeded the period of development time that was initially claimed or would normally be expected for the development cycle of a similar product." |
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Deathstrike2
Novice Member
Joined: 2/04/06
"We must accept finite disappointment, but never lose infinite hope." - Martin Luther King, Jr. |
Originally posted by AstralMystic
If you want to group, group. I have yet to see any MMO where it's impossible to group if that's your thing. Oh, and one of the biggest turn offs to MMO grouping is finding someone who wants to tell me how I should play. It makes me want to SOLO. |
Originally posted by Shannia
I completely disagree. Over the course of a day of grouping, you will get far more xp and rewards grouping than soloing in level appropriate outdoor content simply from the fact that you'll be able to complete tons more quests in the same amount of time. Not for drop quests, since you end up competing for the drops. Now, if the quest item dropped for everyone in the group, that would be a HUGE improvement. Kill quests are definitely much better in a group, but the kill xp for groups is greatly reduced. Groups also have the issue of needing to be on the same stage of a chain quest to be efficient. Not to mention the competition between players for the random drops. Grouping should not be competitive. Questing is where the XP is in WoW for outdoor content until you get to 60. 60-80 is a HELL of a lot faster PvPing than questing from what I've been told.
Not in my experience. Unless they recently upped the xp from BGs, questing gives much better xp for the time involved. They should give xp for kills in BGs (as Warhammer does), but I guess they don't want to distract players from the objectives any more than they already are. I found the xp rate in AB to be sufficient but not exceptional, while AV is better. I found Strand and Isle to be very difficult to get pops for in the 70s bracket. |
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Shannia
Hard Core Member
Joined: 11/06/05
"World of WarCraft is held alive solely by the mediocrity of competing products." RendRegen |
Originally posted by MMO_Doubter
I completely disagree. Over the course of a day of grouping, you will get far more xp and rewards grouping than soloing in level appropriate outdoor content simply from the fact that you'll be able to complete tons more quests in the same amount of time. Not for drop quests, since you end up competing for the drops. Now, if the quest item dropped for everyone in the group, that would be a HUGE improvement. Kill quests are definitely much better in a group, but the kill xp for groups is greatly reduced. Groups also have the issue of needing to be on the same stage of a chain quest to be efficient. Not to mention the competition between players for the random drops. Grouping should not be competitive. Questing is where the XP is in WoW for outdoor content until you get to 60. 60-80 is a HELL of a lot faster PvPing than questing from what I've been told.
Not in my experience. Unless they recently upped the xp from BGs, questing gives much better xp for the time involved. They should give xp for kills in BGs (as Warhammer does), but I guess they don't want to distract players from the objectives any more than they already are. I found the xp rate in AB to be sufficient but not exceptional, while AV is better. I found Strand and Isle to be very difficult to get pops for in the 70s bracket.
Now you are getting nit picky situational and that isn't the point of the Solo vs Group debate. If you go there then Group has a complete advantage over Solo because the outdoor solo player in WoW won't get the XP from the group quests or the blues from the group quest rewards.
Fear not fanbois, we are not trolls, let's take off your tin foil hat and learn what VAPORWARE is: http://en.wikipedia.org/wiki/Vaporware "Vaporware is a term used to describe a software or hardware product that is announced by a developer well in advance of release, but which then fails to emerge after having well exceeded the period of development time that was initially claimed or would normally be expected for the development cycle of a similar product." |
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robert4818
Novice Member
Joined: 4/14/03
"Everyone is born with just a spark of madness. You mustn't lose it." --Robin Williams |
I'm of mixed opinion. I love playing in a group, but I have HAVING to be in a group in order to play. I think what needs to be done is to separate the content some. Create actual team quests. Not just quests that have harder mobs that you need a team to beat, but quests and content that relie on having teams to accomplish. (Push these two buttons at the same time) Different storylines, some different zones, etc, that having a team will lead you to. Ideas presented here are free. They are presented for the community to use how they see fit. All I ask is just a thanks if they should be used. |
Originally posted by Shannia
I completely disagree. Over the course of a day of grouping, you will get far more xp and rewards grouping than soloing in level appropriate outdoor content simply from the fact that you'll be able to complete tons more quests in the same amount of time. Questing is where the XP is in WoW for outdoor content until you get to 60. 60-80 is a HELL of a lot faster PvPing than questing from what I've been told.
You are only counting combat time, which is unrealistic. You are not taking into account coordination, organization, travel to meet up, waiting on someone that is link dead, waiting on people to take bio breaks, discussing where to go, which quest to do, compromising, letting someone go buy a piece of gear, and things like that. Those things happen in a group, not in solo play. You acting as if people magically appear in a group, and don't have to talk or agree about anything, and instantly start killing mobs. Doesnt' happen. But you CAN do that solo, since the only one that has a say so in what to do, is you. |
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Originally posted by Ilvaldyr I'm curious; how did you feel about Age of Conan's levelling system? If you've not played, I'll summarise .. when entering an area you are given a choice between solo or group. The two zones are identical in terms of quests, terrain, NPCs, etc .. the only difference is that if you enter a group area every mob is "elite" and requires a group to kill. They also drop better loot. Is this a game that you are happy to play?
No, I would not want to play that game. IMO, it's the same thing as scaling dungeons, it's just an Iwin button. I'm not interested. However, if you made servers for each, and you could not transfer between servers, then I would play on the group server. That would be an excellent solution. Obviously what you are doing on another server has no impact on my game experience, and the game difficulty could be set on my server so it would be challenging, without "forcing" you to group, since you'd be on the solo friendly server. |
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protoroc
Hard Core Member
Joined: 3/06/04
Now Playing: Rock Band 2 |
Originally posted by Axehilt
WOW for instance is not a solo game at all. Sure the leveling process is preferably soloed, but leveling is a mere fraction of most's playing time. In WOW your entire endgame is grouping/raiding, anything less then endgame is considered trivial content and considered to be a hurdle in getting to the real fun (as most players will harp on about on chats). Heroic dungeons = group, raids = many groups, battlegrounds = multiple groups, Arena = group. Things you can do solo in WOWs endgame consist of gathering mats for use or sale, playing the auction house and griefing newbs.
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Originally posted by Ihmotepp That right there is why you will never be happy in an MMO. AoC offers you exactly what you are asking for. 100% group based content that is more rewarded than solo play in terms of XP and drops. You asked for the ability to choose the grouper playstyle and AoC gives you that. But you're still not happy. And you're not happy because, although you now have your choice, other people also have theirs .. and they might make a different choice than you. I wish you luck, but you will never find the game that you want because it would not be commercially viable. To provide a historical example: remember how "well" DDO did at launch with no solo content?
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Originally posted by Ilvaldyr IF (for example) 20% of players of a certain MMO wanted to group exclusively - then making 20% of the servers for grouping only would seem quite reasonable. |
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Originally posted by MMO_Doubter IF (for example) 20% of players of a certain MMO wanted to group exclusively - then making 20% of the servers for grouping only would seem quite reasonable.
Or people could just grow up, play the game how they want, and let everyone else play the way they want, and stop blaming the MMO industry for their own personal failings. |
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Originally posted by Ilvaldyr That right there is why you will never be happy in an MMO. AoC offers you exactly what you are asking for. 100% group based content that is more rewarded than solo play in terms of XP and drops. You asked for the ability to choose the grouper playstyle and AoC gives you that. But you're still not happy. And you're not happy because, although you now have your choice, other people also have theirs .. and they might make a different choice than you. I wish you luck, but you will never find the game that you want because it would not be commercially viable. To provide a historical example: remember how "well" DDO did at launch with no solo content?
I was happy with EQ, and also DAoC. If AoC functions similarly to those games in terms of progress you can make as a group or solo player, then it would be fine. I'm not really concerned with items, but more with XP. If the rate of extra xp you earn grouping in DAoC is comparable to that of EQ or early DAoC, sure that's ok, but I'd have to know more details than you have given. I played the DDO beta. IMO, the lack of content was not the problem. It was just a sucky game, to much clickety click combat, no open world. |
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Originally posted by Shannia
What is your point? WoW has the best variety out there and soloers can't get best endgame stuff without grouping. Your point is moot. Otherwise you are are screw solo players, grouping is the only way to play. We both pay the same $15 a month to play, so why can't we each play our own way and be happy? FFS, I don't see solo players running around WoW with the latest T10 gear. You only get it from grouping.
So the solution is simply to design the game without T10 gear. No T10 gear...no complaints...everyone can solo or group as they like. Just luike a Sandbox game. Solution is really easy..you do not have to go far and analyse profit margins, projections etc etc and all that bull. You just have to make a fun game that people of all styles can and enjoy to play. A game where people can set their own Goals and own Achievements and therefore own rewards...lets not forget most of the people in this thread are younger generation of MMORPGers, that are used to be rewarded for doing anything in a game, so rewards have to be in any future MMORPG..it is the way of delivery that can change however. Instead of implementing the Carrot and the stick approach...a more open way can be in place so that the player rewards their own selves through own actions and undertaking in the Fantasy World. This would mean that you could potentially get the same reward Solo or with a Group, and the only thing that could be different is the time it could take since, a group always has inherently an advantage...two heads are better than one and three better than two. But all solo style or not would have access to the same rewards since the player defines what the rewards are.
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Originally posted by madeux
Or people could just grow up, play the game how they want, and let everyone else play the way they want, and stop blaming the MMO industry for their own personal failings.
Are you suggesting that only children want good grouping games, and grown ups prefer to solo? I think it would be the other way around if anything, since coordination and cooperation require a certain degree of maturity, and solo actions require none. |
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Originally posted by Suraknar
What is your point? WoW has the best variety out there and soloers can't get best endgame stuff without grouping. Your point is moot. Otherwise you are are screw solo players, grouping is the only way to play. We both pay the same $15 a month to play, so why can't we each play our own way and be happy? FFS, I don't see solo players running around WoW with the latest T10 gear. You only get it from grouping.
So the solution is simply to design the game without T10 gear. No T10 gear...no complaints...everyone can solo or group as they like. Just luike a Sandbox game. Solution is really easy..you do not have to go far and analyse profit margins, projections etc etc and all that bull. You just have to make a fun game that people of all styles can and enjoy to play. A game where people can set their own Goals and own Achievements and therefore own rewards...lets not forget most of the people in this thread are younger generation of MMORPGers, that are used to be rewarded for doing anything in a game, so rewards have to be in any future MMORPG..it is the way of delivery that can change however. Instead of implementing the Carrot and the stick approach...a more open way can be in place so that the player rewards their own selves through own actions and undertaking in the Fantasy World. This would mean that you could potentially get the same reward Solo or with a Group, and the only thing that could be different is the time it could take since, a group always has inherently an advantage...two heads are better than one and three better than two. But all solo style or not would have access to the same rewards since the player defines what the rewards are.
That just won't work because of the weak minded groupers who will not be satisfied if a solo player can accomplish the same things they can. |
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Originally posted by Suraknar
What is your point? WoW has the best variety out there and soloers can't get best endgame stuff without grouping. Your point is moot. Otherwise you are are screw solo players, grouping is the only way to play. We both pay the same $15 a month to play, so why can't we each play our own way and be happy? FFS, I don't see solo players running around WoW with the latest T10 gear. You only get it from grouping.
So the solution is simply to design the game without T10 gear. No T10 gear...no complaints...everyone can solo or group as they like. Just luike a Sandbox game. Solution is really easy..you do not have to go far and analyse profit margins, projections etc etc and all that bull. You just have to make a fun game that people of all styles can and enjoy to play. A game where people can set their own Goals and own Achievements and therefore own rewards...lets not forget most of the people in this thread are younger generation of MMORPGers, that are used to be rewarded for doing anything in a game, so rewards have to be in any future MMORPG..it is the way of delivery that can change however. Instead of implementing the Carrot and the stick approach...a more open way can be in place so that the player rewards their own selves through own actions and undertaking in the Fantasy World. This would mean that you could potentially get the same reward Solo or with a Group, and the only thing that could be different is the time it could take since, a group always has inherently an advantage...two heads are better than one and three better than two. But all solo style or not would have access to the same rewards since the player defines what the rewards are.
I am never concerned with "gear" in the solo vs group debate, just rate of xp. I don't see how turning the game into a solo friendly game with less gear does anything for someone wanting a good grouping game. |
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Originally posted by Ihmotepp Keep in mind that it requires a certain level of maturity to recognize that. |
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Originally posted by Ihmotepp
So the solution is simply to design the game without T10 gear. No T10 gear...no complaints...everyone can solo or group as they like. Just luike a Sandbox game. Solution is really easy..you do not have to go far and analyse profit margins, projections etc etc and all that bull. You just have to make a fun game that people of all styles can and enjoy to play. A game where people can set their own Goals and own Achievements and therefore own rewards...lets not forget most of the people in this thread are younger generation of MMORPGers, that are used to be rewarded for doing anything in a game, so rewards have to be in any future MMORPG..it is the way of delivery that can change however. Instead of implementing the Carrot and the stick approach...a more open way can be in place so that the player rewards their own selves through own actions and undertaking in the Fantasy World. This would mean that you could potentially get the same reward Solo or with a Group, and the only thing that could be different is the time it could take since, a group always has inherently an advantage...two heads are better than one and three better than two. But all solo style or not would have access to the same rewards since the player defines what the rewards are.
I am never concerned with "gear" in the solo vs group debate, just rate of xp. I don't see how turning the game into a solo friendly game with less gear does anything for someone wanting a good grouping game.
Perhaps people should be more concerned with having fun. I'm just saying... |
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Originally posted by madeux
So the solution is simply to design the game without T10 gear. No T10 gear...no complaints...everyone can solo or group as they like. Just luike a Sandbox game. Solution is really easy..you do not have to go far and analyse profit margins, projections etc etc and all that bull. You just have to make a fun game that people of all styles can and enjoy to play. A game where people can set their own Goals and own Achievements and therefore own rewards...lets not forget most of the people in this thread are younger generation of MMORPGers, that are used to be rewarded for doing anything in a game, so rewards have to be in any future MMORPG..it is the way of delivery that can change however. Instead of implementing the Carrot and the stick approach...a more open way can be in place so that the player rewards their own selves through own actions and undertaking in the Fantasy World. This would mean that you could potentially get the same reward Solo or with a Group, and the only thing that could be different is the time it could take since, a group always has inherently an advantage...two heads are better than one and three better than two. But all solo style or not would have access to the same rewards since the player defines what the rewards are.
That just won't work because of the weak minded groupers who will not be satisfied if a solo player can accomplish the same things they can.
Or to phrase it another way, the solo player will never be satisfied if the grouper has a challenging game to play, because they can't do the same thing solo. In other words, both players are looking for a game they find fun, and if you design it to be fun for one, it wrecks the design for the other. Just two sides of the same coin. Your argument is simply, why can't the grouper just play a solo game and be happy? Why can't the solo player just play a "forced grouping" game and be happy? Turning a game into a solo friendly game is not adding "choice" for both players, it's just making it a solo friendly game, which means by definition not a good grouping game. Groupers want a challenging grouping game, not a solo game that let's them group. |
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Originally posted by MMO_Doubter Keep in mind that it requires a certain level of maturity to recognize that.
Most grownups have realized that they don't need mommy to force other people to play with them... and they've learned the value in doing some things on your own... not to mention the value of personal choice and, ultimately, responsibility. |
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Originally posted by madeux
So the solution is simply to design the game without T10 gear. No T10 gear...no complaints...everyone can solo or group as they like. Just luike a Sandbox game. Solution is really easy..you do not have to go far and analyse profit margins, projections etc etc and all that bull. You just have to make a fun game that people of all styles can and enjoy to play. A game where people can set their own Goals and own Achievements and therefore own rewards...lets not forget most of the people in this thread are younger generation of MMORPGers, that are used to be rewarded for doing anything in a game, so rewards have to be in any future MMORPG..it is the way of delivery that can change however. Instead of implementing the Carrot and the stick approach...a more open way can be in place so that the player rewards their own selves through own actions and undertaking in the Fantasy World. This would mean that you could potentially get the same reward Solo or with a Group, and the only thing that could be different is the time it could take since, a group always has inherently an advantage...two heads are better than one and three better than two. But all solo style or not would have access to the same rewards since the player defines what the rewards are.
I am never concerned with "gear" in the solo vs group debate, just rate of xp. I don't see how turning the game into a solo friendly game with less gear does anything for someone wanting a good grouping game.
Perhaps people should be more concerned with having fun. I'm just saying...
Perhaps people should not try to determine what is fun for others. I'm just saying...
I find a challenging grouping game fun. I find that when you make it solo friendly, the fun is gone. But I guess you want to tell me I can't decide for myself what is fun. :( |
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Originally posted by Ihmotepp
So the solution is simply to design the game without T10 gear. No T10 gear...no complaints...everyone can solo or group as they like. Just luike a Sandbox game. Solution is really easy..you do not have to go far and analyse profit margins, projections etc etc and all that bull. You just have to make a fun game that people of all styles can and enjoy to play. A game where people can set their own Goals and own Achievements and therefore own rewards...lets not forget most of the people in this thread are younger generation of MMORPGers, that are used to be rewarded for doing anything in a game, so rewards have to be in any future MMORPG..it is the way of delivery that can change however. Instead of implementing the Carrot and the stick approach...a more open way can be in place so that the player rewards their own selves through own actions and undertaking in the Fantasy World. This would mean that you could potentially get the same reward Solo or with a Group, and the only thing that could be different is the time it could take since, a group always has inherently an advantage...two heads are better than one and three better than two. But all solo style or not would have access to the same rewards since the player defines what the rewards are.
That just won't work because of the weak minded groupers who will not be satisfied if a solo player can accomplish the same things they can.
Or to phrase it another way, the solo player will never be satisfied if the grouper has a challenging game to play, because they can't do the same thing solo. In other words, both players are looking for a game they find fun, and if you design it to be fun for one, it wrecks the design for the other. Just two sides of the same coin. Your argument is simply, why can't the grouper just play a solo game and be happy? Why can't the solo player just play a "forced grouping" game and be happy? Turning a game into a solo friendly game is not adding "choice" for both players, it's just making it a solo friendly game, which means by definition not a good grouping game. Groupers want a challenging grouping game, not a solo game that let's them group.
Soloers are just fine with a game designed to allow for both types of gameplay. It's only the groupers that I see talking about doing away with the type of play soloers prefer. |
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