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7/06/09 2:28:55 AM#21
Originally posted by Senadina
Wrong, CoX does this without a probem. Everything can be solo'd but most people group, why? Faster exp. But yes you can still solo. And no solo players do not quit. |
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7/06/09 4:36:21 AM#22
I agree. There should be content for solo players. This is not saying that the group or raid content should be removed. While many games do cater for solo play at lower levels, the holy writ for the maximum level players is that "Thou shalt group or raid or quit the game". I doubt that you can make the same encounter challenging for solo, group, and raid. CoH/CoV addressed this issue by scaling their instances to match the level and number of players. Because it is in an instance, solo players and groups were not actually facing the exact same encounter. However, the experience did not scale very well, as groups usually got a lot more experience than solo players, particularly after your level reached the high teens. Originally, in Everquest, the only way to get the best gear was to raid. Then expansions like LDoN allowed groups to get gear that was close to raid quality from instances. This did offend some players who felt that raiding should be the ONLY way to obtain good gear. However, there was no way for solo players to get good gear. For some reason, there is a trend for PC games to be distributed as online games. Maybe it is because the registration process for online games reduces piracy. Given this trend, there should be games that cater for solo play as well as games that cater for group and raid play. |
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7/06/09 4:51:45 AM#23
I think it's possible to balance. I think Warhammer does this too, but in FFXI the 'solo' content is basically fighting monsters together in a warzone with other players, but you don't have to team up to do so. You can group up if you wish, which would make it safer to kill the monsters, but it's not mandatory. Also, the exp isn't so good that players wouldn't want to group up in the 'normal' exp method. If you have more than an hour of playtime, you're always lfg and hoping for an invite. This is what solo play should be about imo. Like a waiting room, or if you don't have much time you can still progress-type of thing. You can boost it even further by giving something like rested exp for the soloers for like 30mins-1h that give as much exp as you'd get in a party. That way even if lfg takes a bit longer than usual or you only have 1h to play, you can still progress at a fair rate. After 1h you'll surely want to group if you have time. But I'm not really a fan of "solo to level cap".. so the system shouldn't encourage it. You can disagree with me, but I don't think in every MMO you should be able to solo to level cap. In some maybe, if not most, but not all.
I have a hunch that FF14 will use a similar system for solo players... and still allow for a great grouping experience. It might be hard to get used to it as a player without experience of FF11, but after the initial shock I'm sure it'll prove to be much more fun than people thought.
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protoroc
Apprentice Member
Joined: 3/06/04
Now Playing: Rock Band 2 |
7/06/09 5:11:59 AM#24
Originally posted by Vrazule
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7/06/09 5:47:04 AM#25
Originally posted by protoroc
QFT |
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7/06/09 6:26:22 AM#26
Originally posted by Scot
Or just uninstall the thing... Few MMO's force teaming from day one because they don't want to chase soloers away - everybody pays the same for their account (usually) and a successful MMO is going to have to cater for both camps to some extent.. |
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7/06/09 6:32:22 AM#27
Originally posted by Torik
Everytime that idiotic basketball analogy comes up I have to shake my head in dibelief. It is based entirely on the presumption that the group-based design is the right design. In fact that design is purely arbitrary and neither right or wrong. The basketball court analogy presumes that there is a very small and limited playing field available and if both playstyles are allowed in at the same time, there will not be any room. That is purely a limitation of the design of a basketball court. One can very easily design a basketball court where a team game is in progress while mutlitple soloers are shooting baskets in the same time. The reason that it is not done is because everyone assumes that the team players will share the court with the soloers in such a way that both groups can enjoy themselves. They either take turns or the soloers join up with a team or a team just does solo activities together. The implication of the basketball analogy is that group players are selfish snobs who cannot abide the fact that soloes might use the same space as they do and are completely unwilling to share.
Um, no. If the same rewards exist for the solo part of the court, then you've changed the rules for the group part of the court as well. So you want to win the NBA. You can either build the best basketball team in the world, OR you can shoot solo hoops at the other end of the court. Which way do you think would be the easiest to win? Let's see, I can either play against the Lakers (play a team based game), OR I can just decide to shoot hoops solo and get the same reward. Hmmm, such a hard decision. Not. You see, you can't change teh rules for one person on the Court without changing the rules for everyone. |
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7/06/09 6:41:39 AM#28
Originally posted by Senadina
The soloers will also eventually leave when they realize their character cannot compete with those who group and raid when it comes to experiencing and attaining end-game content. Eventually, soloers realize they are being coded out of such content for no reason other than to provide a certain kind of playstyle with a sense of superiority. Why should casuals, or soloers, pay as much as anyone else to eventually be nothing more than 3rd rate characters? No thanks. |
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7/06/09 6:46:24 AM#29
You don't need scalable bosses, all you need is a set-up question from an NPC, such as asking the player if they are traveling alone, in a group, or will their guild be organizing a raid; your answer sends you to the solo, group, or raid version of the content. Or, "crisis zones' like the ones in CO could be made, where you enter a raid zone and everyone there is doing "the raid" whether it was organized or not; contributing significantly to the effort gets you the rewards from the raid encounter. Even soloers can do that. |
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7/06/09 7:08:33 AM#30
Originally posted by Vrazule QFT I would also like to ask where is the established rule book that states all MMOs have to be forced grouping? If thats a rule, then they should rename the genre MMOWFG (added: With Forced Grouping). It's to bad devs cant make a game with a SIMILAR mechanic in Diablo to where the more people in your group, the tougher the dungeon crawl and better CHANCE to find good loot. If they could do that, the soloers wouldn't complain about not seeing content and the elitists raiders could still have a tough dungeon crawl with better chances for better loot. That seems like win/win to me, but I'm sure some one will say "Hurm! Thats to hard to code in!" or "but but, then the soloers will cry about not having the same loot as the raiders! Hurm!" . Simple, for those that played Diablo know at least what I'm trying to say, those that haven't played Diablo yet,...your missing out.
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7/06/09 7:14:08 AM#31
Originally posted by protoroc
Wrong! Every single player game does not cater to solo players. The last single player game I enjoyed was the 2006 Titanquest. It is very similar to an MMO in many respects except it can be played solo offline. In contrast, there are heaps of MMO's that have a similar style of play, they just need some more single player content. There is stuff all similar solo games coming out that are offline. I do not like first person shooters, which dominate the offline market. Out of desperation I have replayed Might & Magic 6 to 8 several times, but being circa 1990 the low resolution graphics look terrible on modern monitors. Surely it is cheaper to add solo content to an existing MMO than to develop a game from scratch that only caters for solo play. The trick is to do this in a way that does not diminish game experience for groups, raids or solo players.
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7/06/09 9:06:33 AM#32
As others have said, the problem is with the players less than it is with the game design. Essentially, if you offer soloing as a viable option, that's what most people are going to do. I think the main reason people solo is because they don't have the patience to find a group. And those that do have the patience are not rewarded for it. I cant' count the times where somebody is "LFG" in the chat when I log in, and still "LFG" for the same instance when I log out a couple hours later. Here are just some of the problems that need to be overcome:
DDO is one of the few games that gets grouping right. Jumping into a group is fast, and easy. However, there are sacrifices for this convenience (for example, be prepared to run the same instances over and over again -- and to never see the less popular ones). In short, make it easier to jump into a group, and more people will do it. |
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7/06/09 9:24:24 AM#33
Because then there would never be groups. As you've noticed yourself, it's much easier to just go out and solo something then to try to put together a group. If something can be done solo, people will do it solo, and it will become flat impossible to make groups to do it. |
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You know, for me, it goes back to Eq. When I first started, I met a young girl from Australia. I was a thief and she was too. Because I was there to play the game and didn't ask her stupid stuff like ASL, she would team up with me whenever I was online. We teamed until about lvl 20 or so. And then, because we have the same class, grouping was not as easy. We both needed a tank, a healer, and a nuke. Then we got even higher, and we couldn't play without a specialized person in each slot of our team. We couldn't team up if we wanted to. Unless, of course, we just wanted to kill trolls in the beginning lands. And I wasn't just a noob. I had a lvl 53 thief when I gave up. And it wasn't even my primary. And during those times when you can't find a group, if these games had somewhere for Solo players to play until a group can be formed, that would be awesome. Instead, we sat around LFG calling hoping someone would join in before dawn broke and I had to pretend to get up to go to work so my wife wouldn't think i sat on the computer all night chatting with my guildmates. |
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7/06/09 10:14:24 AM#35
The answer to that is not to replace the group content with soloable content (and if soloable content is created, it will replace the group content, guaranteed, even if the group content is technically still available), it's to make it possible to form groups where each slot is not only fillable by character requirements so specific that only one in a hundred players can fill it. See, for example, FFXI's level capping system. |
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7/06/09 1:39:49 PM#36
Originally posted by Ihmotepp
But almost every single game out there is a group game, you can group in any game you want to group in, nobody will stop you. But what you're trying to do is make everyone else group too. You want a group-only game and you'll never get it. The overwhelming majority of MMO players want to be able to play solo, at least part of the time. Any game that catered exclusively to grouping is going to go out of business, there just aren't enough people who think like you do to support it unless you want to pay $1000 a month to play. So be happy that you can group in virtually every game out there and leave the people who don't want to alone. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, lots more |
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7/06/09 1:45:48 PM#37
Originally posted by Cephus404 How do you know? Usually people take the easiest route, which happens to be soloing in most casual MMO's. But that doesn't prove anything.
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7/06/09 1:48:04 PM#38
Wrong, wrong, wrong. A group game *must* encourage grouping or there will be nobody to group with. I'm not saying every game has to be like this, but any game which is seriously intended for grouping must be. |
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7/06/09 2:02:56 PM#39
Originally posted by Eronakis
Why would you give 60% of the content to 20% of the playerbase? The overwhelming majority of players will solo at least some of the time, in fact, in my experience, the only reason most people ever group is to get things they can't get solo, but in the team, they act just like soloers and are only out to grab XP and loot for themselves. They might put themselves out to protect their tank or healer, but otherwise... you're screwed, nobody is going to go out of their way to keep you alive if you're not directly benefiting them. Heck, I even saw someone in a team saying that he'd only buff others if they buffed him in exchange or PAID HIM! By the way, MM stands for massively-multiplayer, not forced-teaming. You can be massively multiplayer and never team in your life. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, lots more |
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7/06/09 2:05:18 PM#40
Originally posted by ChrisMattern Then any game that is seriously intended for grouping is going out of business and rightfully so. There just aren't enough people out there who can support a group-only or even a group-primarily game. Now that MMOs are in the mainstream, and there's no putting that genie back in the bottle, appealing to a certain type of pseudo-hardcore player is just not going to work. Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, lots more |
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