| 81 posts found | |
|---|---|
|
1/09/13 6:28:27 PM#41
Originally posted by botrytis I don't even know that's true. The problem with the pro-groupers is they simply refuse to acknowledge that the genre and it's playerbase has changed over the years, they think that it's possible to reset things and it will go back to the way it used to be. The reality is, back in the day of UO and EQ, the majority of people playing MMOs were the geeks and the nerds, they were the only ones that had access to high-end machines and broadband Internet. Therefore you already had a group of people who fundamentally had a lot in common outside of playing the game. It wasn't horrible to get caught with nothing to do once in a while because no matter who you were with, you probably had something to talk about. There probably wasn't a group I was in back then that couldn't quote Monty Python and the Holy Grail from memory. There was an actual community because virtually everyone playing the game belonged to the same social group. Enter the broadband explosion and now *EVERYONE* has access to these games. Instead of one single unified community, you have dozens, even hundreds of different communities with different interests, different tastes, different goals. Nobody wants to get caught in these uncomfortable silences caused by downtime because they have nothing in common with the people they are playing with, except for the game. That's why people started playing solo because it avoided those uncomfortable encounters. Everyone played for their own purposes and their own goals and if they could hook up with a couple of people who shared their interests and were on at the same time, great. If not... you played alone. Games changed to reflect this new reality. The fact is, even if you did go back to forced grouping, you'll never go back to the same feeling of community that games once had. Those days are simply gone, at least unless you restrict games to a single social group, which no one is going to do. I'm sure people want to be social, they just want to do it with people that they share common interests with. It's just not that easy to come by in modern games, or in modern online life. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
|
|
1/10/13 11:47:50 AM#42
Originally posted by Arclan Yeah .. the drop rate has nothing to do with the system. The private loot system is designed to do away with ninjaing, and loot drama. There is zero of those in D3, and WOW LFR. The drop rate, obviously need to be tweaked based on progression curve and stuff like that. And you can run the same system with low drop rate or very high ones. |
|
|
1/10/13 11:54:46 AM#43
Originally posted by Alberel +1 |
|
|
1/10/13 2:39:26 PM#44
Wait, are you suggesting now the 'cool' people are playing MMOs? Kinda funny. I've never met a cooler group of people than I did in EQ around 1999. Met several of them IRL; all cool, good looking, successful people with personalities. I was shocked. Gaming today is different. MMO companies fail to offer gameplay that many vets enjoy; so we aren't playing. What's left are probably mostly folks who like to solo. But just because companies have failed to capture vet's attention, it doesn't mean they should count them (or their money) out. It's a big opportunity for a company that gets it right. Playing: Rome Total War, Master of Orion II, Majesty 2, and Telengard. |
|
|
1/10/13 2:54:22 PM#45
Originally posted by Arclan Yet for a lot of vets, the only way to "get it right" is to completely throw away 95% of the market in favor of old-school gaming. That's not going to happen and until the vets get it through their heads, nobody is going to make a game that they're going to like. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
|
|
1/10/13 3:06:19 PM#46
Forced interdependance tends to breed more polite behavior simply because people who act in an anti-social fashion get selected against (e.g. do worse). People are therefore acting in thier own enlightened self-interest by being nice to others. However this does get mitigated to a very large degree when dealing with much larger communities where there are very low odds that you'll ever need to interact with the same people in future. So if a player is in a game community of 1,000 people and they know they are going to need to interact with those people in future (interdependence), they'll tend not to act like jerks because in the long run they'll be hurting themselves by doing so. If the same player is in a game community of 100,000 people even with forced interdependance there is not a very strong push to avoid acting like a jerk because the odds of needing to interact with any of those people they are jerks to in future is low...thus not much disincentive. If there is no forced interdependance then there is no consequence to acting like a jerk whether it's a community of 1,000 or 100,000. There is not much rocket science to it.
|
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
1/10/13 3:19:53 PM#47
Originally posted by GrumpyMel2 The part of your non-rocket science that you are missing is that you are basing acceptance and rejection on your view of societal norms; views that may or may not be mirrored in the online world you are in. If the norm is speaking in textese, sending group invites without asking first and regularly using profanity, then the polite gentleman is the pariah. filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
|
1/10/13 3:22:04 PM#48
Originally posted by Cephus404 During UO - the geeks and nerds only way to socialize was through gaming. Sad but true. |
|
|
1/10/13 3:47:10 PM#49
Originally posted by Cephus404 Isnt it more a testament to the shallowness and simplicity of the games if players dont feel the need to talk about them and exchange information and opinions about them? I dont talk politics in clan chat, do you? Flame on! :) |
|
|
1/10/13 3:52:03 PM#50
Grouping is an illusion. It's always just you in your basement with your catheter and feeding tubes
|
|
|
1/10/13 3:53:16 PM#51
Originally posted by Banaghran There's quite a difference between "I like this game because of X" or "I don't like this game because of Y" and "I hate all games because they aren't catering to a niche audience that I happen to fall into, developers need to make a game for me!" Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more |
|
|
1/10/13 4:21:11 PM#52
Originally posted by Cephus404 There is, but what does it have to do with anything, especially people talking about the game INSIDE the game? Flame on! :) |
|
|
1/10/13 5:01:55 PM#53
MMORPG's before 2004 did NOT force grouping. You could still solo, it was just harder, more time consuming, and less efficient to do so..unless you were also doing it for the chance at some lucky loot drop (Depending on the game. Which also depended on how loot tables were distributed in said game). If you really think about it...games such as WoW and Rift for instance almost force you to solo. Now you CAN group in these games, I know this...but it's tough to get groups unless you join some rabid hadcore raiding Guild...because no one wants to group since you can get almost everything alone, or if you aren't in that clique. No one wants to take the time to talk to others, group up and maybe chat and become friends you put on your friends list and look for for that content that may need some grouping. At least with more group oriented content MMORPG's people are more likely to group and discover community. AND they STILL have an option to solo at any moment they wish. The other way around, it is MUCH harder to get groups than to solo. I am not saying there shouldn't be solely group oriented MMORPG's, nor am I saying they should be solely solo oriented ones. They should have the ability to do both. But if anything...they should have a bit more group oriented features to them because to me that provides more of a balance and the option to do one or the other more freely with little or at least less of a wait.
|
|
|
1/11/13 12:48:05 AM#54
Originally posted by Banaghran No. Why would i need to discuss endlessly only if a game is deep. Do you discuss endless chess strategy when you are playing chess? Do you discuss endlessly about poker when you are playing Texas Holdem? Some people may not like to talk .. did that ever occur to you? Some don't play games to talk about games, you know. |
|
|
1/14/13 11:10:17 AM#55
Originally posted by Loktofeit Well "polite" is clearly subjective to the context of the society it is used in (e.g. in some culture's belching is considered polite in others it is considered rude)....... However, the mores of that subjective context are also going to be heavly influenced on things that objectively harm the individual or groups abilitity to function. For example, it would be very unlikely in a gaming subculture context that spamming another players screen with nonsense or doing a "bad pull" would be considered polite because they objectively harm the individual/groups ability to succeed at tasks that are important in the game. The principle remains valid. The more a person needs another person and expects to need that person in future, the less likely they are to do things which they expect will cause that person to have a negative opinion of them.
|
|
|
1/14/13 11:34:25 AM#56
I'd say neither side of the fence is more douche-like than the other, it's simply as a result of grouping that you are exposed and effected by douche bags. Much of it depends on personal circumstances. I have always tended to solo. Why? I do not enjoy, nor can i often justify, being virtualy tethered to my keyboard for a protracted period of time. I don't like to keep people waiting, wether they be inside a virtual world or not. The older days of having to LFG were often not great fun. PUG'ing often resulted/results in being taken in a direction of play that you didn't really want to go in, unless it's for an instance or specific boss etc. If you're not careful you can end up spending an hour clearing some guys quest chain only for him to "soz gotta go byeeee"... I much prefer, much like a majority of the fanbase/consumers of MMO's, to be able to group up easily and as an option.
currently not playing much... |
|
|
Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
1/14/13 11:39:52 AM#57
Originally posted by GrumpyMel2 You are confusing mores and norms with skill and tactics, or is your assumption that every bad pull is the person intentionally acting like a jerk? In other words, when in Rome... filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
|
1/14/13 11:40:50 AM#58
Originally posted by Cephus404 Really? The last game I played that forced grouping (FFXI) did quite well. Solo players have hundreds of games to choose from, why begrudge group players 1 game. "How should I know if it works? That's what beta testers are for. I only coded it." |
|
|
1/14/13 11:56:30 AM#59
Originally posted by Cephus404 I think you hit upon an interesting point. Obviously people play games for different reasons and everyone does need a certain amount of personal space and "alone time". However, at thier core people are "social animals" which means they do instinctualy want to spend a significant amount of time engaged in social activity (millions of years of hard wired instinct will see to that). However they also have a hard wired anxiety about "strangers". One of the ways this is overcome is when people become less of a stranger due to repeated encounters (i.e. you see the person every day). Another way is when people are purposefully going out of thier way to engage in a certain pre-designated group activity (e.g. "signing up to play baseball/softball".) This breaks a certain amount of the anxiety about the stranger. Modern games probably work against this in 2 ways. Firstly much larger populations on each "server", meaning less chance of seeing/meeting the same people repeatedly and gaining some familiarty with them that way. Secondly, much broader target audiences and range of activities supported within a single game....e.g. your there to PvE level, I'm there to PvP, Joe's there to explore, Suzy is there to RP, Billy is there to raid/equipment grind, etc. Thus no way to reduce the natural sense of anxiety about strangers by introducing a common built-in assumption about why we are there and want we want to do there. |
|
|
1/14/13 12:02:30 PM#60
Originally posted by Loktofeit No confusion...I'm simply stating that while mores and norms are subjective....they are often strongly influenced by objective factors which effect performance.....and using the hypothetical example that doing a "bad pull" would unlikely to ever become an accepted more because it objectively harms performance.
|
|