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RamenThief7
Novice Member
Joined: 5/13/09
Undefeatability lies within ourselves. Defeatability lies with the enemy. |
7/13/09 7:04:04 PM#161
Greenie, Raystantz, I think you both have good ideas that can go hand to hand. Here is my perspective of both of your ideas. Greenie: You hate it when soloers want a game changed to cater towards them, when the game's mechanics would be seriously altered. That I can understand. If a soloer tries to get EVE Online to start introducing solo options, that wouldn't exactly end well. It would severely kill the game's group based concept, and it probably wouldn't end well. Some games simply shouldn't cater to soloers, because then the game's original mechanics would be severely altered to the point that it's an entirely different game that the original fanbase wouldn't recognize. And you also agree that there should be a few solo elements inside some group games whose game mechanics could stomach the idea, but if the game was group-based, then the main concept is group-based, solo elements are there only for those who really want it or are still looking for people to create a team. Raystantz: You believe that there should be some solo elements in group games, just in case you end up in situations where you can't join a party or no one is around at the moment. There are many times in which I wish I could've played a game, but I needed more people to join because otherwise by myself that was suicide. If the game's mechanics can stomach it, group games could introduce a few solo elements, but not enough to change the whole group based concept. And that doesn't mean all group games should do this. I don't think FF XI would do this succesfully, and there's alot of people online, so you're not alone usually from what I've heard. Or a game could be created with good balance between the solo and group elements (refer to previous posts I had on this thought). You both have excellent points, and if I nailed down both perspectives correctly, they would go hand to hand quite well into one huge thought. |
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7/13/09 7:04:15 PM#162
Originally posted by rodingo
Cool, I hope I didn't come across as saying the personal "you" instead of you as: in "any player that does this." I think what more and more gamers are wanting is to go back to the UO model of game. I really wish I had played that game too. PLayers are tired of being pigeonholed in once class of character. They're tired of crafting, economy not being fully utilized in games due to design. Players are tired of needing a healer or tank when looking for someone to group with instead of just finding someone they enjoy playing with whether they speak or not. I'm really hoping that Earthrise turns out to be a good game. Skill based, RPG progression, HUGE emphasis on crafting. Solo play available and group play available, resources, territory ownership and warfare.
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7/13/09 7:08:36 PM#163
Originally posted by Greenie
See you don't get it.. I"m not on a group or bust bandwagon. I want games to have content for BOTH camps. I do not want a game that ONLY encourages group play and I don't want a game that only encourages solo play. I think having only one sucks ass. What I'm tired of is soloer's trying to disguise their true motive. To have mmo's cater completely to them because they don't want to play SPRPGs. They will whine and whine until they get what they want because for some reason he who bitches loudest wins. So I ask you can YOU read? I want BOTH playstyles in the game. I just want soloer's to stop bitching about not having everything.
I only asked you if you could read because your post seemed to believe I only want to solo. |
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7/13/09 7:09:48 PM#164
Originally posted by RamenThief7
Yes, I am all about options and choice. PLayers should be able to chooose a game that suits what they are looking for instead of choosing a game they are unhappy with and expecting developers to change the game's initial concepts or design, thereby screwing over any other person who bought the game because the initial design was what they were looking for. I"m also for people not being stupid and buying a product they either A) know they won't be happy with B) doesn't meet the needs their looking for and bitching about that product after. I find people who choose to be stupid very offensive lol. As for EvE, I definitely say it's worth a free trial for the economy and skill system alone. |
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7/13/09 7:14:05 PM#165
Originally posted by RamenThief7
What makes the "safe space" safe is NPC police called CONCORD. They're active in high security space (1.0 to 0.5). They show up and destroy the attacker in seconds. Still, a group of players with cheap high damage ships can destroy your ship before they show up.
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7/13/09 7:14:59 PM#166
Originally posted by raystantz
I only asked you if you could read because your post seemed to believe I only want to solo.
No I had added to the post about your comments on grouping as well. Your and my game experience are the same, sometimes we can group , sometimes we cannot, I however don't expect to take down an epic mob when I am soloing. (not saying you do) But I disagree with the hardcore groupers being a high population the way you put it. People who are hardcore groupers go to hardcore group based games like FFXI or whatever number it is on. Most players fall into the category of "what do I feel like doing today when I log on"
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7/13/09 7:22:27 PM#167
I thought you guys heard the news already, they are changing this site to ORPG.com. Massive and Multiplayer only gives you the option to be an NPC in everyone else's solo campaign. |
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7/13/09 7:34:28 PM#168
Originally posted by Greenie
No I had added to the post about your comments on grouping as well. Your and my game experience are the same, sometimes we can group , sometimes we cannot, I however don't expect to take down an epic mob when I am soloing. (not saying you do) But I disagree with the hardcore groupers being a high population the way you put it. People who are hardcore groupers go to hardcore group based games like FFXI or whatever number it is on. Most players fall into the category of "what do I feel like doing today when I log on"
Right, if you thought I meant that.. thats not so much it. We are basically in agreement. I just think that the two extremist sides of the coin who want "all" or nothing.. are the problem. They are the ones getting catered to. I'm in the category of "I enjoy adventuring in an MMO setting with other players, and I decide what I am going to do when I get on" I don't want everything Soloable, and I don't want to force everyone to have to group for everything. There is a middle ground that people who are on either of these extreme sides fail to see. We can all live happily ever in mmoville and everyone can get the type of play they desire without punishing someone else for how they play the game. |
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7/13/09 7:43:21 PM#169
Originally posted by Ilvaldyr +1 Interwebz to you. Well said.
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RamenThief7
Novice Member
Joined: 5/13/09
Undefeatability lies within ourselves. Defeatability lies with the enemy. |
7/13/09 7:47:13 PM#170
Well, I just checked out EVE Online (not signed in, just looked at how the game functions), and I must say, that has to be the most kick ass group-based game I've seen so far. My only gripe, the 15$ per month fee. I will be going to college (or most likely a trade school) soon, and perhaps, for now, the game can wait until I get settled... However, I've heard good things about Earthrise too, but I have a few questions: 1. Is it group based, or at least groups make a difference in the game? 2. What is the death punishment? Is it light (little to no punishment when dying, in fact, sometimes rewarded, brrrr....), middle-core (balanced death punishment, you do feel the sting of dying), or rogue-like (harsh punishment, learn to stop sucking)? Also, does someone know the actual death punishments of that game? 3. What is the fee? Annually or monthly? How much does it cost? Is it free, and you just have to buy it? In general, what does it cost to play this game. |
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7/13/09 8:15:51 PM#171
Originally posted by RamenThief7
EvE is a great game that has a huge learning curve, so you don't get a lot of the easy mode players past the third day of their trial. Earthrise from what I can see is going to allow for solo and group play. It's going to be more like EvE with characters instead of ships. Granted people or guilds that group up will have obvious advantages since it is a FFA loot PVP game when it comes to fights. But don't let the FFA loot scare you off, everything can be insured so you shouldn't lose equipment permanantly. It'll be 13-15 bucks a month but it's still in beta I wouldn't expect it until next year so by then who knows cost might not be an issue. There's not a ton of info out there right now, but youtube has some videos.
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7/13/09 8:25:40 PM#172
Originally posted by Ozarumon
I don't think that's exactly the solution but close. there should be raid specific gear. There should be lower lvl raids that don't require it but that players can earn this raid gear. otherwise there should be gear for general pve whether group or solo. This way you don't separate players when they want to play together but those who are dedicated to raiding or even pvp content can specialize. |
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7/13/09 8:35:30 PM#173
Originally posted by Sovrath
I don't think that's exactly the solution but close. there should be raid specific gear. There should be lower lvl raids that don't require it but that players can earn this raid gear. otherwise there should be gear for general pve whether group or solo. This way you don't separate players when they want to play together but those who are dedicated to raiding or even pvp content can specialize. A post I made in another thread on these same arguments You know I keep thinking about that concept and an intriguing idea came to me. I'm sure it would be difficult to code, but imagine you enter a dungeon that is an old castle. In order to complete the dungeon you would need two events to happen. One could be group based and one solo based. Say,, the group must take on the armies in the courtyard, hallways providing a distraction for storyline purposes. The Solo player would sneak into the castle via other mean and has to complete some task,,( close the gates, set a bomb in the ammunition room, assassinate a few lieutenants) when the solo player accomplishes his goal it allows for an unlock of the final stage that the group can get to. The solo player can then fight his way through his portion of the dungeon to assist in the final battle. At completion everyone gets a shot at the rewards. That way the solo player can see end game content, get the loot, and Groups have the challenge of finding competent solo players to asssist them with a large epic raid. |
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7/13/09 8:45:45 PM#174
Originally posted by raystantz
I think we have the same aim but my solution would be different. I don't think group quests work well currently because of the LFG problem. For grouping I think it's better to try and entice players to the same spot and then once they're there make it so it's in their interest to group. So my (attempted) solution would be to go back to mob grind being c 70% of levelling, then give big open dungeons a 10% exp bonus to attract players there, and then make those dungeons dangerous enough to encourage grouping. It should be easy to solo near the entrance (because that helps the LFG problem of waiting if there aren't enough players when you arrive), but deeper in it should be hard to solo (but not impossible) and easier to group. That way most groupers would have plenty of people to group with and fanatic soloers would have a challenge. I'd make group quests actually be inside the dungeons. So instead of a player being LFG in a zone for ages trying to get a group together for a group thing they'd already be grouped levelling in a dungeon zone and the group could just decide to go try a group quest in an instance inside that open dungeon. Mob grinding on it's own gets very dull though so you'd still want plenty of solo quests but I'd make the quests less about XP and more about other things like gear and faction. Examples: 1. Each class has armour quests in their home town for their class, maybe three separate chains starting at level 1, 11, and 21. The gear would be some of the best for that tier and fill 3-4 equipment slots but the reward was the gear and not XP. 2. Respawn at nearest "friendly" healer NPC. A race's newbie zone might have a friendly village near the newbie dungeon so if you died you'd respawn close by but the dungeon in the next zone might be a 5 minute run from the newbie village. However near that higher level dungeon is a neutral centaur village with a chain of faction quests that will turn them friendly so you can use their healer and merchants. There'd be a big incentive to do the faction quest but it wouldn't be about XP. 3. Quests to unlock zones e.g get a key to a tomb or tower or something. So, as far as levelling was concerned you'd basically divide player time into monster-bashing for XP and solo questing for gear and faction. |
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RamenThief7
Novice Member
Joined: 5/13/09
Undefeatability lies within ourselves. Defeatability lies with the enemy. |
7/13/09 8:56:32 PM#175
Originally posted by Greenie A post I made in another thread on these same arguments You know I keep thinking about that concept and an intriguing idea came to me. I'm sure it would be difficult to code, but imagine you enter a dungeon that is an old castle. In order to complete the dungeon you would need two events to happen. One could be group based and one solo based. Say,, the group must take on the armies in the courtyard, hallways providing a distraction for storyline purposes. The Solo player would sneak into the castle via other mean and has to complete some task,,( close the gates, set a bomb in the ammunition room, assassinate a few lieutenants) when the solo player accomplishes his goal it allows for an unlock of the final stage that the group can get to. The solo player can then fight his way through his portion of the dungeon to assist in the final battle. At completion everyone gets a shot at the rewards. That way the solo player can see end game content, get the loot, and Groups have the challenge of finding competent solo players to asssist them with a large epic raid. Ah, now that is an interesting concept. Soloist and Group-based quests that interact with each other. That idea is beautiful (difficult to accomplish, but non the less beautiful). One thing that people sometimes get wrong is that since people play diverse roles, people forget that some groupies have roles that involve themselves being alone (or being with select people that have your similar abilities). Think of scout-like rogues. They go on ahead stealthily, and sometimes are by themselves, but they directly report back to a team the areas ahead, what enemies you will face, etc. So, a person works by themselves or with only a few other people, but they still contribute to the team. That's my favorite style of play on FPS (and I suppose it's worth a shot on an mmorpg). So, perhaps solos and groups can mingle together, whether by connected quests, or by different styles and roles of playing... |
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7/13/09 9:02:10 PM#176
Originally posted by RamenThief7
That is one thing I absolutely loved about DaoC Pre-ToA. Stealthers were a vital source of recon for the RVR community. Whether it was relic raids, keep takes, or even milegate standoffs stealther couldlet you know an incoming force's numbers and direction of travel. Even in keep takes stealthers were able to climb walls and help take out squishy support classes to help in the keep take. We even used to group one ranger in particular for an ability called Truesight. He'd pop the skill and destealth all the stealthers in the area and we'd all clean up the rps. But that was before games became a huge loot fest and when realm pride/teamwork mattered. |
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7/14/09 4:34:55 AM#177
Originally posted by Greenie
So your style of solo play is based on an anti-social and greedy premise. Not that it's wrong, I'm just trying to clarify because of the myriad of arguments out right now about solo play, social aspects, and loot whoring. Not anti-social as such, but I've been playing MMORPGS for almost 10 years (sometimes a couple at a time, swapping from one to the other) and after encountering the 1,000th incompetent, whiny, dimwitted player in a group I just got sort of burnt out. My fun has been spoilt too many times for me to EVER group with strangers, even if they might potentially be great people - too much chaff and not enough wheat. Greed isn't a factor either - if I want something, I solo for it for the reasons given above. |
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7/14/09 4:51:08 AM#178
Originally posted by Greenie A post I made in another thread on these same arguments You know I keep thinking about that concept and an intriguing idea came to me. I'm sure it would be difficult to code, but imagine you enter a dungeon that is an old castle. In order to complete the dungeon you would need two events to happen. One could be group based and one solo based. Say,, the group must take on the armies in the courtyard, hallways providing a distraction for storyline purposes. The Solo player would sneak into the castle via other mean and has to complete some task,,( close the gates, set a bomb in the ammunition room, assassinate a few lieutenants) when the solo player accomplishes his goal it allows for an unlock of the final stage that the group can get to. The solo player can then fight his way through his portion of the dungeon to assist in the final battle. At completion everyone gets a shot at the rewards. That way the solo player can see end game content, get the loot, and Groups have the challenge of finding competent solo players to asssist them with a large epic raid.
An interesting concept, and I'd like seeing this in an MMO I play, but it's still akin to group play :) (Actually now that I think of it, in group PVP we do this kind of teams+solo fighters stunt quite often). What you're describing would still require organization, and following other people's schedule, which if I'm not mistaken most solo players would not like to hassle with. Any game that's sincere in making the solo player not feel left out has to give them their own set of rewards that can be earned by truly working alone. Make group play the path of least resistance (thus their rewards easier to earn), but make it possible for resolute solo players to get a powerful special set of rewards as well... that is, if they're willing to put in remarkably more time, more effort and, heck, even more skill than group players :)
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7/14/09 7:59:21 PM#179
Originally posted by Ozarumon
In almost all games, you cannot solo the endgame because there is no endgame content for solo players. |
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7/14/09 8:10:00 PM#180
Originally posted by thorwood
In almost all games, you cannot solo the endgame because there is no endgame content for solo players.
There is no EPIC encounters for solo players. Other than that you can do the same things any other player can do at endgame. WoW you've got BG's, Arenas, Crafting, Titles, Auction House round robins,, etc... WAR you've got scenarios, open world pvp, pve - although war's pve does suck outside of PQ's. DaoC- there is pve content for you , RVR , is endgame which you can do solo So it's not that there isn't things you can do, you just cannot do the group conent. Is that your complaint, or that other than what is available to you there isn't much else to do for everyone? |
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