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

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31 posts found
  tankyou

Apprentice Member

Joined: 5/24/09
Posts: 3

 
5/24/09 2:06:42 PM#1

Just played through my first significant grouped instance in Lotro- Book 1: Chapter 11: Othrongroth. We were able to complete it but it was nothing but a blur to me. Thought the setting was really great but there was no time to really enjoy it since my group was running and killing as fast as they could. We were killing things before i could even see what they were. There was a boss delivering typical villain dialogue, but i have no idea what he said because we were busy killing and looting his minions.

 

 

I've seen this manic hyper pacing run through dungeons in EQ2, WoW , VG, DDO. For me, the soloing, crafting- general leveling is in preparation for grouped dungeons. i like to see the pay-off as me fulfilling my role in the group but also really seeing the other players classes shine. but at this pacing my situational awareness is very low. the only things i can discern is if the healer is doing well, if CC is in effect, and if the MT is holding aggro. I would actually like to be able to know if a particular player busted out some over the top great move for their class and/or actually see the cool animation some dev put effort into- but there just isnt the time.

 

 

I dont blame the players. I'd like the devs to control the pace of the games better. For me alot of MMO group-play feels a little too hack and slash, Gauntlet-y for my tastes. anyone else feel this way?

  Wickedjelly

Elite Member

Joined: 4/19/09
Posts: 3382

The Dude abides

5/24/09 2:13:21 PM#2

That has always gotten on my nerves but really has more to do with players knowing the content like the back of their hand and running through it god only knows how many times so they run through it at neck breaking speeds just to get it done and over with.

Really sucks for those trying things out for the first time.
 

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  BesCirga

Apprentice Member

Joined: 2/15/06
Posts: 811

5/24/09 2:16:37 PM#3

I agree that rushing sucks, but I have to ask; Did you do the instance with a full group? Because Chapter 11 is a small fellowship instance - 2-4 players.
 

  kopema

Novice Member

Joined: 9/18/06
Posts: 265

Take THAT, subspace!

5/24/09 3:04:22 PM#4
Originally posted by Wickedjelly

That has always gotten on my nerves but really has more to do with players knowing the content like the back of their hand and running through it god only knows how many times so they run through it at neck breaking speeds just to get it done and over with. 


 

 

I've never understood why developers (and apparently many players) insist on making every experience identical.

Personally, I'd love it if designers designed dungeons that threw plenty of curves at you, so that you had to think things through WHILE you were in the dungeon, rather than having everything pre-planned.  Things like scouting, and even "gathering intel" about the current state of the dungeon would be necessary.  (In an instanced setting, a quest map or guard schedule could set the state of the dungeon - but to the player, it would seem exactly like it was the other way around.)

I find it hard to believe I'm the only one who feels this way.  I think the real problem is that people who like to think things through tend to be quiet.  While the ADD crowd are cap-typing expletives at a mile a minute whenever they're not running and gunning.

  Wickedjelly

Elite Member

Joined: 4/19/09
Posts: 3382

The Dude abides

5/24/09 3:08:59 PM#5
Originally posted by kopema
Originally posted by Wickedjelly

That has always gotten on my nerves but really has more to do with players knowing the content like the back of their hand and running through it god only knows how many times so they run through it at neck breaking speeds just to get it done and over with. 


 

 

I've never understood why developers (and apparently many players) insist on making every experience identical.

Personally, I'd love it if designers designed dungeons that threw plenty of curves at you, so that you had to think things through WHILE you were in the dungeon, rather than having everything pre-planned.  Things like scouting, and even "gathering intel" about the current state of the dungeon would be necessary.  (In an instanced setting, a quest map or guard schedule could set the state of the dungeon - but to the player, it would seem exactly like it was the other way around.)

I find it hard to believe I'm the only one who feels this way.  I think the real problem is that people who like to think things through tend to be quiet.  While the ADD crowd are cap-typing expletives at a mile a minute whenever they're not running and gunning.


 

You're not...i just give up at this point because even if it's old news for me there always seems to be at least one in those types of groups that has the experience kind of ruined for them but trying to comment on it just leads to a bunch of grief from my experience.


Totally agree with you on the dungeon variation concept.
 

1. For god's sake mmo gamers, enough with the analogies. They're unnecessary and your comparisons are terrible, dissimilar, and illogical.

2. To posters feeling the need to state how f2p really isn't f2p: Players understand the concept. You aren't privy to some secret the rest are missing. You're embarrassing yourself.

3. Yes, Cpt. Obvious, we're not industry experts. Now run along and let the big people use the forums for their purpose.

  Fyendiar

Hard Core Member

Joined: 4/27/08
Posts: 202

5/24/09 3:38:48 PM#6

It was one of the reasons I stopped playing LotRO, the story is so good that I was annoyed after almost every groupmission because people almost always seemed to have the GOGOGO!-mentality. Sure I could find a lot of the lore while soloing, but besides the fact that I don't play mmo's to solo, the better storylines were teambased. I just got tired of losing out on too much lore because of the rushing.

I agree that the way pve is designed in mmo's is terribly wrong, nothing ever changes so once you find a tactic (usually found on the internet because people hate wipes) you are set for life. We put up with it because there just ain't no mmo out there that does it nonstatic. :(

“In individuals, insanity is rare; but in groups, parties, nations, and epochs it is the rule.”
- Friedrich Nietzsche

  tankyou

Apprentice Member

Joined: 5/24/09
Posts: 3

 
5/24/09 3:40:16 PM#7
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. -_-

  JGMIII

Novice Member

Joined: 3/17/09
Posts: 1284

If a game is Fun, It's a good game.

5/24/09 3:56:01 PM#8

Noone wants to just enjoy an instance anymore.

It's all just rushing to maximize loot per-hour.

It sickens me just like the rush to endgame sickens me.

 

Playing: EvE, Ryzom

  Jenuviel

Hard Core Member

Joined: 5/26/05
Posts: 897

Sadness is but a wall between two gardens. -Kahlil Gibran

5/24/09 4:10:45 PM#9
Originally posted by tankyou

...I dont blame the players. I'd like the devs to control the pace of the games better. For me alot of MMO group-play feels a little too hack and slash, Gauntlet-y for my tastes. anyone else feel this way?

 

I don't mean to be confrontational here at all, but did the other players in your team know you were a new player? At this stage in the game's life cycle, a lot of the playerbase is composed of veterans, and they start to forget that there actually are newbies. Experiencing the dungeon might be as simple as saying in fellowship chat, "Hey guys, I'm new and this is my first time through here. Anyone have any objections if we take it a little slower so I can follow the story?" My guess is that most of the group will be tickled pink to have a new player amongst them, let alone one who is interested in the storyline. You're a sign that the game's healthy!


If you don't let them know you're new and you're interested, they may just assume you've done it before (as they almost certainly have), or even that you're one of the "stereotypical evil-WoWzer" newbies who doesn't care about anything but lewtz and xpz. (No offense to WoW players who do not fall into that stereotype).
 

Of course, it's entirely possible you ended up in a group of people who just plain don't care about story or environment, even in LotRO. It happens, and it's seemingly an ever-growing portion of the MMO population; I've seen it in many games myself. If that was the case, then I both sympathize and empathize with you.  It's a trite thing to say, but I've found guilds/kinships/corporations or what have you are the only reliable way to circumvent this. There are players who share your interests in any game you happen to be playing. It's statistically inevitable. The only trick is finding them.

  User Deleted
5/24/09 4:24:10 PM#10

Perhaps you just played with people who already completed the dungeon a few times over. I usually announce that I'm a newbie looking for other newbies that want to actually experience the dungeon and not just bypass the scenery and roll on the loot. But I know that after I've done one dungeon more than 10 times I don't have patience to take a new person through it slowly because it's just not that interesting.

  JGMIII

Novice Member

Joined: 3/17/09
Posts: 1284

If a game is Fun, It's a good game.

5/24/09 5:04:16 PM#11

Personally when I group and I know I have a newbie in the run I try not to rush so that particular person can see everything.

Maybe i'm just a nice guy, But I know how pissed off it makes me to just rush through shit on first time dungeon runs.

You can't really learn the dungeons if people rush through, multi pull and just zerg bosses.

 

Playing: EvE, Ryzom

  Teiman

Apprentice Member

Joined: 2/29/08
Posts: 1327

5/24/09 5:09:44 PM#12

DDO also have this problem...

try this:ask for people like LFG ch11 No-RUSH

  karat76

Novice Member

Joined: 8/22/06
Posts: 894

Greatest threat to society is letting casualties of puberty reproduce.

5/24/09 5:20:15 PM#13

I usually ask if this is anyone's first time through a dungeon before I steam roll it.

  Papadam

Apprentice Member

Joined: 12/09/07
Posts: 2083

5/24/09 5:20:46 PM#14

I understand how frustrating it must be with people rushing thorugh b1c11, Its a really nice instance!

The problem is that most people have already dine it several times and dont think about that there is people who have never seen it before.

I never been told to slow down while doing a group quest in LotrO (or any other MMO) so maybe you should tell people that you are new and dont want to rush it.

If WoW = The Beatles
and WAR = Led Zeppelin
Then LotrO = Pink Floyd

  tankyou

Apprentice Member

Joined: 5/24/09
Posts: 3

 
5/24/09 8:06:17 PM#15

@ Jenuviel and Papadam

I did consider to ask them to to slow down,but i thought they'd perceive it as "i cant keep up"- but point is that i didnt, and i'll give it a shot next time.

It also occured to me to try and start a kinship  that would take a no-rush, stop and smell the daisies kind of approach to lotro, but i havent quite come up of a way to sell people on it or how exactly it would work. i've gotta give it some thought, never started a guild before, but if i could make it work- it might improve the in-game experience for me.

  Ihmotepp

Spotlight Poster

Joined: 10/28/08
Posts: 14557

5/24/09 10:16:27 PM#16
Originally posted by tankyou

Just played through my first significant grouped instance in Lotro- Book 1: Chapter 11: Othrongroth. We were able to complete it but it was nothing but a blur to me. Thought the setting was really great but there was no time to really enjoy it since my group was running and killing as fast as they could. We were killing things before i could even see what they were. There was a boss delivering typical villain dialogue, but i have no idea what he said because we were busy killing and looting his minions.

 

 

I've seen this manic hyper pacing run through dungeons in EQ2, WoW , VG, DDO. For me, the soloing, crafting- general leveling is in preparation for grouped dungeons. i like to see the pay-off as me fulfilling my role in the group but also really seeing the other players classes shine. but at this pacing my situational awareness is very low. the only things i can discern is if the healer is doing well, if CC is in effect, and if the MT is holding aggro. I would actually like to be able to know if a particular player busted out some over the top great move for their class and/or actually see the cool animation some dev put effort into- but there just isnt the time.

 

 

I dont blame the players. I'd like the devs to control the pace of the games better. For me alot of MMO group-play feels a little too hack and slash, Gauntlet-y for my tastes. anyone else feel this way?

 

It's a tough call. I was just reading a thread where the OP was calling for just the opposite. He wanted to kill 10X MORE mobs than what the average MMO allows, so it would feel heroic.

And here you are asking for the combat to be slower.

 

  Fyendiar

Hard Core Member

Joined: 4/27/08
Posts: 202

5/24/09 10:29:39 PM#17
Originally posted by Ihmotepp
Originally posted by tankyou

Just played through my first significant grouped instance in Lotro- Book 1: Chapter 11: Othrongroth. We were able to complete it but it was nothing but a blur to me. Thought the setting was really great but there was no time to really enjoy it since my group was running and killing as fast as they could. We were killing things before i could even see what they were. There was a boss delivering typical villain dialogue, but i have no idea what he said because we were busy killing and looting his minions.

 

 

I've seen this manic hyper pacing run through dungeons in EQ2, WoW , VG, DDO. For me, the soloing, crafting- general leveling is in preparation for grouped dungeons. i like to see the pay-off as me fulfilling my role in the group but also really seeing the other players classes shine. but at this pacing my situational awareness is very low. the only things i can discern is if the healer is doing well, if CC is in effect, and if the MT is holding aggro. I would actually like to be able to know if a particular player busted out some over the top great move for their class and/or actually see the cool animation some dev put effort into- but there just isnt the time.

 

 

I dont blame the players. I'd like the devs to control the pace of the games better. For me alot of MMO group-play feels a little too hack and slash, Gauntlet-y for my tastes. anyone else feel this way?

 

It's a tough call. I was just reading a thread where the OP was calling for just the opposite. He wanted to kill 10X MORE mobs than what the average MMO allows, so it would feel heroic.

And here you are asking for the combat to be slower.

 


 

The post you are talking about was something entirely different. That person was asking for a more epic feel to the combat itself AKA a gamedesign which results in masses of mobs attacking you at once while you fight them off. The game would be set up that way so the storyline within it would also accomodate such massive fighting. This is something entirely different from people rushing through content in a much faster way than it was designed to.

The OP is rightfully complaining about being unable to enjoy the content in the way it was designed because other players rush through it. He is not complaining that the combat design of LotRO is too fast.

“In individuals, insanity is rare; but in groups, parties, nations, and epochs it is the rule.”
- Friedrich Nietzsche

  Senadina

Hard Core Member

Joined: 4/16/06
Posts: 739

5/24/09 10:30:39 PM#18

I sympathize. I have had the same experience in LoTRO, and this is a game where story shines. The second time thru 1.11  I had newbie friends with me, and got the story experience. And, as much as I like my kinship, and they are helpful, they rushed me thru Book 2 so fast my head spun. Veterans all.

My 1 and only WoW raid was even worse. As a druid, all I looked at was the character portraits and health bars. It was an insane whirlwind of " What the hell did we just do?" Here's hoping SWTOR, with it's promise of story above all else, fixes this issue.

  nariusseldon

Elite Member

Joined: 12/21/07
Posts: 5381

5/25/09 1:28:57 AM#19
Originally posted by tankyou

Just played through my first significant grouped instance in Lotro- Book 1: Chapter 11: Othrongroth. We were able to complete it but it was nothing but a blur to me. Thought the setting was really great but there was no time to really enjoy it since my group was running and killing as fast as they could. We were killing things before i could even see what they were. There was a boss delivering typical villain dialogue, but i have no idea what he said because we were busy killing and looting his minions.

 

 

I've seen this manic hyper pacing run through dungeons in EQ2, WoW , VG, DDO. For me, the soloing, crafting- general leveling is in preparation for grouped dungeons. i like to see the pay-off as me fulfilling my role in the group but also really seeing the other players classes shine. but at this pacing my situational awareness is very low. the only things i can discern is if the healer is doing well, if CC is in effect, and if the MT is holding aggro. I would actually like to be able to know if a particular player busted out some over the top great move for their class and/or actually see the cool animation some dev put effort into- but there just isnt the time.

 

 

I dont blame the players. I'd like the devs to control the pace of the games better. For me alot of MMO group-play feels a little too hack and slash, Gauntlet-y for my tastes. anyone else feel this way?

 

Hmm .. MMORPGs are DESIGNED to be hack-n-slash because that is what players want.

Most people want to go through dungeon fast because of limited play time. The fun part is usualy not the dialogue or animation but the fights.

SInce most dungeons are designed to be gone through more than once, it is really a drag to see the same dialogue again and again. I think WOW even reduces the time commitment for the newer dungeons so people can fit running dungeons into their schedules better.

 

  User Deleted
5/25/09 1:36:55 AM#20

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.

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