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Seriously, Wakygreek, I'd stop now. WoW only has raiding because it was a popular activity in other games. WoW is not responsible for inventing it, popularizing it, perfecting it, or anything else. WoW is responsible for popularizing the MMOG genre, but not any specific aspect of the genre. |
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Originally posted by Pappy13I can only speak from my own experiences. I have tried to group outside of instances as well, with FAR less success. I think it is common knowledge that WoW players almost never group up outside of instances for more than one quick quest. You have a lot of theories about how group-friendly WoW could be if only people understood it better. What I'm saying is that there are other games that address these psychological and pedagogical issues and are far more group-friendly because of it. |
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Originally posted by TdogSkalSorry, I'm not wrong. http://mmorpg.com/discussion2.cfm/post/2049532#2049532" "...while out questing you and your group will be in a massive instance of the entire world, which means you will not be seeing the occasonal other player wandering by." |
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Originally posted by Pappy13Sorry it's taken me so long to get back to this, but here goes ... You may not be talking about PUGs, but my comments were about the overall lack of group-friendliness in WoW, and PUGs are definitely a big factor in the group-friendliness of a game, for casual players. So yes, ignorance IS an excuse. If the majority of the player base thinks a thing is true, then it is absolutely true when I'm trying to find a group. It's all well and good to try to educate people otherwise, but if you never see those people again, it doesn't amount to a hill of beans. I do see where you are coming from -- it's a place where you have a group of friends you know and trust and can rely on for groups where everyone understands everything about the game. A lot of us don't have those luxuries, but like to group anyway. A lot of us have to rely on PUGs, and hope that the game provides enough incentives to entice other CASUAL players to team up. If the game is group-friendly, PUGs are fun. If it is not, all the casuals learn to hate grouping, and the problem gets worse. |
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Originally posted by TdogSkalIn CoS, ALL the action takes place in the Reflected World, which is nothing more than a gigantic instance. You will never see another player who is not part of your team while you are in the Reflected World. They call it "massive" because you can socialize and team up with other players in the city areas, just like in GW. |
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Originally posted by RedwoodSap Seems a lot of these ideas have been tried, and have not worked out so well. |
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Originally posted by TdogSkal Citadel of Sorcery is an MMO in the same way that Guild Wars is -- that is to say, not at all. |
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I'm a real gamer, and I couldn't care less about seamlessness. I'm also perfectly fine with a certain amount of instancing. I will agree, however, that raids suck. |
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EQ1 is all about the raid. |
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Originally posted by kitsunegirlI did read the disclaimer the first time, but the underlying argument still bothers me, so I replied as I did and I'm not sorry. |
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Pappy, the one big thing you are ignoring in your arguments is that the perceptions of players are a lot more important than the reality. I'm sure everything you say is true about running 4-man instances with no healers. I can totally see that working. But the fact of the matter is, the vast majority of players would not be able to pull that off, especially not in a PUG. So the reality is, for all practical purposes, in WoW, you pretty much have to have a healer and a tank and 3 other people for PUGs. You also have to have people close to the same level if you want decent XP. You also have to have similar quest backgrounds if you want to everyone to get credit for the current quests if a quest chain is involved (and it usually is). You also have to get lucky in a random roll if you hope to take advantage of the main reason for grouping (the loot). Making things work with a bunch of strangers can be hard enough, but please face facts ... grouping in WoW can be a challenge for people who know each other, insurmountable for people who don't. |
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Why does this always turn into "OMG you like to group why do you hate solo players?!?!" I have never, and will never, advocate a game design that makes solo play impossible, or even overly difficult. All I ask is that there be sufficient incentives for players to want to team up. For them to see some value in it. And yes, I want there to be value in grouping on a day-to-day, casual basis, not just for the occasional instance run. Where in that do you see the words "forced grouping"? You don't, because those words are not in there. I certainly see the value in having viable solo play any freakin' time you want it. So calm down and quit twisting my words. |
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Of course it's Starcraft. Nothing else makes any sense. |
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The problem is that you have completely mis-stated the argument. It is not "YOU should play console games if YOU want to solo." The actual argument (when I use it, anyway) is "If I wanted to solo, I would play a single-player console game." See the difference? I guess it's an easy mistake to make when you have the self-centered mindset of a soloer. I fully recognize that there are millions of players in the world who have no desire to interact with other players, only observe. Fine. Whatever. The argument stands, however, that if a game does not provide an adequate team experience, a player like me is going to lose interest fast. |
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Originally posted by Pappy13Sorry, Pappy, I respect your opinions a lot, but you will never convince me that WoW is group-friendly AT ALL. In the above argument you counter gestalt's assumptions by adding your own, the biggest being that people are going to have the gear they need to make up for deficiencies in class diversity. In reality, if you are trying to scrounge together a pick-up group, you are probably not the sort of player who has been able to score the best gear. When you are a veteran with a lot of friends, it's really hard to imagine what life must be like for newer or more casual players. I have often argued myself that WoW is an extremely robust game, capable of being a lot of things to a lot of different types of players. However, group-friendliness is NOT one of those strengths. The difficulties and restrictions on grouping are just slightly too harsh to make it worth a player's time to look for one every time he logs in. Yes, I said every time. There are games (CoH) where it is that easy. And yet, in those same games, you can solo to max level if you choose. But grouping is faster and more fun in a lot of ways, not just because of the XP bonus. In WoW, the opposite is true -- grouping is difficult, inefficient, and usually slower XP. The only reward for grouping is the loot ... if you're lucky enough to win a decent drop. |
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The initial reviews for Vanguard were also ridiculously high, and those for Tabula Rasa as well. True, TR may not be as terrible as VG, but it's not nearly as great as the first round of reviews made it out to be. Also, calling most game reviewers "journalists" is a bit of a stretch. Some do have a bit of integrity, but sites such as Gamespot (for example) make their money by promoting games, not by giving honest reviews. |
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Leveling up IS the game. If you don't like doing what you have to do to level up, you don't like the game. The people who like the game are not "grinding." They are "playing." |
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The reasons why mmos use level based systems
The Pub at MMORPG.COM « General Discussion 6/09/08 4:18:14 PM
"Levels" and "the grind" are really two separate issues, and no solution to the problem will ever be found as long as people continue to conflate them. "The grind" is about repetitive, un-fun tasks that are required of the player in order to progress the game. (The confusion here is because "progressing the gameplay" is often the same as leveling up, but this does not have to be the case.) Another point of confusion is that everyone has a different definition of "fun." To a lot of people, quests are fun, so there is nothing grindy about leveling up in WoW. To others, random mob-hunting in a group is fun, so FFXI doesn't seem like a grind to them ... assuming they can get a group. Anyway, none of this is directly caused by the level-based design of a game. If a game feels like a "grind," it's because the desires of the player do not match the design of the game -- the player doesn't want to be playing the game in front of him, he wants to be playing the game as he perceives it to be at the end of the leveling journey. This is all just one big reason why it's a bad idea to have endgame features that are dramatically different from the rest of the game. If those features are seen as "more fun" than the rest of the game, it makes the level-up phase seem like drudgery. |
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LOL at people who still don't believe WoW has 10 million. As for Champs, I very much hope that Mr. Emmert understands the difference between "solo-friendly" and "group-unfriendly." WoW definitely leans toward the latter, and I will be very sad if Champions follows that model too closely. The more group-unfriendly MMOs become, the less interest I have in them. If I want solo play, I will play my single-player console games. In fact, I've been on my console games a lot lately because the MMOG genre is no longer able to fulfill my desire for team-oriented play. CoH gave me a lot of great, UNFORCED, team-oriented gameplay for several years. If Jack is looking back on that as a mistake, then I have grave misgivings about the direction of Champions Online. |
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I have to ask, OP, did you buy the game? Are you a part of the problem? |
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