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AckbarNL 5/14/08 1:49:29 PM
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Advanced Member
Joined: 11/20/04
Admiral we have no ships in sector 4! "its a trap!" |
Yep the topic says it all, this is now a hot post on the europe forums, a guy asked why there are no solo raids, and im realy amazed by the amount support he gets... Thake a look: |
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| Games Playing: Lord of the Rings Online, Warhammer Online (Beta). |
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miagisan 5/14/08 1:55:52 PM
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Hard Core Member
Joined: 7/28/06 |
because this is an MMO rpg? And there are tons of solo stuff you can do on your way to 50. raids and dungeons should be, and are meant as, high end group quests |
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jakin 5/14/08 4:10:48 PM
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Advanced Member
Joined: 7/27/04 |
Likely because a solo raid would simply be a whole lot of pinata whacking - and in no way entertaining. A solo raid would have to be built easy enough that any class could do it. That means Minstrels with their horrible DPS would be able to wear down the same mobs that a Champ or Hunter could put down. Likewise, those Champ / Hunters would need to be able to make it through relying only on their innate (awful) healing abilities. Potentially a given raid could be separately tuned for the individual classes (so that mobs are suited to them) but that basically means taking a long encounter and multiplying the dev work going into it by six. Even if they went through all of this - the encounter would be hideously boring as you sit and pound on mobs alone for hours. Raids are not challenging because of the mobs - they're challenging because you have to rely on other players to do what they're supposed to. Once the tricks are figured out and the raiders know what the deal is - a raid encounter is usually terribly easy. |
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WSIMike 5/14/08 7:36:27 PM
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Elite Member
Joined: 3/09/04
"This Space For Rent" |
Because it's just the next natural step on the way to making these games promote no social interaction at all.... exactly the way more and more players seem to want them; to be reduced to Massively Single Player Online RPGs, where everything is easily soloable, with minimal time and effort; there's no penalty at all, ever, for failure of any kind... Basically, there's more and more players who won't be happy until an entire MMO is just one big "You Win!" button. Every time you give people an inch, it's only a matter of time before they're demanding a foot... then a yard... then a mile... That's all this is, in action. It's so funny because before and just after WoW came out, if you'd posted something like that, it would have been considered so far a stretch and so ridiculous an idea, you'd have been laughed off the forums. Yet, here we are with people actually finding it a good idea. Just a matter of time, folks. Unbelievable.
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FikusOfAhazi 5/14/08 8:19:31 PM
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Hard Core Member
Joined: 12/05/05
"for the great high" |
Originally posted by WSIMike Yup. Thats why i think all mmos should start out small and grow rather than big then fade away. ala EVE. |
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WSIMike 5/14/08 8:30:02 PM
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Elite Member
Joined: 3/09/04
"This Space For Rent" |
Originally posted by FikusOfAhazi
Interesting point.. but I'm not sure I understand how you mean. You referring to how Eve kinda started as a "whisper" and then grew via word of mouth? Or... because it wasn't mainstream, they were able to develop the game based on their own vision for it and its player base grew *because* of that. Can you elaborate on that? |
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FikusOfAhazi 5/14/08 10:56:57 PM
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Hard Core Member
Joined: 12/05/05
"for the great high" |
Originally posted by WSIMikeWell i guess small was a bad chioce of words. I think mmos should be made for their particular core audience and marketed to that core rather than marketed to the masses. If you can have 50k happy subs to start with and that was the core you were after, you can grow. If you have 50k happy and 50k unhappy to start because you tried marketing it to the masses thats prolly all your ever gonna get. If you have 50k happy and 100k unhappy cause you went wild with marketing ..you fail soon after. Basically, all im saying is start with your core and give them your full attention and keep them happy as you can...the core audience will grow naturally after that. It doesnt mean it has to be small. If your core audience is 500k people the same formula applies..ala WOW. You just need alot more money to start. Games today usually start with a core, but by the time it launches the core has been changed so much to accomidate the masses that you market the game to..the core audience isnt happy and the masses arent happy because it isnt a game made for them. Developers can do nothing right after that..its gonna piss half there players off whatever they do. That probably confused you more, cause I dont think I understand what Im saying now either. Sorry not a great communicator of ideas. |
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Sharkypal 5/14/08 11:07:47 PM
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Apprentice Member
Joined: 7/12/05 |
Originally posted by WSIMike
Most people on this planet in this day and age believe it is their right to have everything handed to them and this extends far beyond the realm of MMOs. What is the point of an MMO where everything can be done solo? There isnt one! You might as well go play Neverwinter Nights. I remember back when I was playing EQ, people would come together to overcome difficult quests and there would be a great sense of accomplishment and camaraderie. These days are gone! Today everyone wants the best loot, armour, jewelry etc, and they want to put in the minimum effort. I hate to say it but I harken back to the days when PC online gaming was more of an "elite" institution. The type of "McDonalds, for the masses" gaming we have now just plain sucks. It has been transformed into a pathetic game of "My E-peen is bigger than yours" as opposed to dedicated players coming together to overcome difficult odds and having a great time doing it. S |
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WSIMike 5/15/08 2:14:37 AM
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