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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 2/10/12 12:25:29 AM
Originally posted by UsualSuspect |
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 2/09/12 10:21:23 AM
Originally posted by UsualSuspect Actually, it wasn't WoW, since I only played WoW with RL friends and never really bothered with the awful community they had there otherwise. It was most other games that likewise had immature communities, LORTRO included. Everyone is in a rush to cap. That's a bad community IMO. And no, I didn't contradict myself, I said that MMOs and PnP RPGs are two entirely different experiences. PnP RPGs do have good communities by definition because you have a static group that you know works well together. You don't have that in an MMO. Further, because of the standard mechanics in an MMO, most people who group constantly do play a relatively weak character because they only have to focus on a specific mechanic. If you're a tank, you don't have to do anything but tank. Someone else will take care of healing you. If forced out on their own, a tank becomes virtually useless because they cannot handle more than tanking and will quickly die because someone isn't constantly healing them. I much prefer playing a well-rounded character in an MMO that can do everything. Maybe it's not as strong as a dedicated tank, maybe it can't heal as well as a dedicated healer, but it can stand it's ground better than either of them. |
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 2/08/12 5:46:05 PM
Originally posted by UsualSuspect You're making a subjective call that the "best content" comes from grouping. I entirely disagree. I think that being self-sufficient and not having to rely on others to get through problems is far superior, especially if, as is far too often the case, there simply are not enough people playing MMOs that share my outlook. Everyone is too busy being a gear-whore, rushing to max level. I couldn't care less if it took me 5 years to max out my character. I've done that before. I have zero interest in endgame content, I retire every single character instantly when I hit max level. The problem with comparing PnP and MMO players is they are entirely different experiences. Most PnP groups were hand picked. They met on a regular schedule. There was very little pick-up gaming going on, outside of conventions and the like. You knew who you were playing with, you had a long relationship and you knew that everyone thought along similar lines and had similar goals. I had a PnP group that played together for more than 15 years. We never had to worry about some retard ninja looting or killing the entire party out of stupidity. That's not usually the case in MMOs, where the most common group is a PUG, where people come together to do something, then go their separate ways. Sure, you might occasionally find someone worthwhile, but if you have to dig through hundreds of shitbags to get there, is it really worth it? I reserve the real world for hanging out with nice people. Online, where mature, intelligent, rational people who aren't in a rush to get to end game are a real rarity, forget it. It's just a frustration I choose not to engage in. |
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The 'Group Play vs Solo Play in an MMO' Thread
The Pub at MMORPG.COM « General Discussion 2/08/12 12:34:44 PM
Originally posted by UsualSuspect You are aware that AD&D started publishing solo modules pretty early on to cater to people who didn't want to play with others and still wanted to play AD&D, right? That was one of the strengths of PnP RPGs, you could play the way you wanted to play, you were not forced to get a certain number of people together to make it work. Maybe people wouldn't want to play solo so much if so much of the MMO-playing public weren't immature asshats. I want nothing to do with the majority of idiots in most game worlds, people who can't spell, act like 2-year olds, have no clue about common decency and are ultimately in it to screw everyone else so they can get more loot. And you want me to play with these asshats? Forget it. |
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Skyrim and Minecraft have proven that people do like open-world/sandbox MMO...
The Pub at MMORPG.COM « General Discussion 2/05/12 6:48:15 PM
I just don't get where people are saying that Skyrim is a sandbox. It's not. It's pure themepark. It is full of quests. True, you don't have to do them in order, but there is a main storyline that you have to go through eventually. The hallmark of a sandbox is that there is *NOTHING* you have to do, *NO* story, *NO* quests, etc. You just run around in a world doing what you want to do. Skyrim isn't that game. It's a great, fun game, I love playing it, but it's not a sandbox in any way, shape or form. |
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Above all else, I want the game to be fun to play.
The Pub at MMORPG.COM « General Discussion 1/21/12 10:06:32 PM
Originally posted by headen That was pretty much how I felt about EVE. I want excitement and fun. I got spreadsheets, wallpapers and sitting there for hours going nowhere fast. No thanks. |
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Originally posted by WhiteLantern Devs absolutely hate the people who play the game 100 hours a week. Those are the people who use up lots of server resources, who typically take up tons of customer service time and don't pay any more than anyone else. Those people shouldn't be catered to, in fact, they should be strongly discouraged. |
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How To Handle Griefers In FFA PVP
The Pub at MMORPG.COM « General Discussion 12/27/11 9:19:16 AM
Originally posted by Cuathon Actually, it fits perfectly. http://en.wikipedia.org/wiki/Antisocial_personality_disorder |
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How To Handle Griefers In FFA PVP
The Pub at MMORPG.COM « General Discussion 12/26/11 12:26:37 PM
Originally posted by Cuathon There is no real poverty in a game, people don't have to eat to survive. There is only greed. People want more than they have, and in the PvP arena, people kill others, not for any noble reason, but because they're being anti-social. PvP is, by it's very nature, anti-social. Societies work to live together in peace, not to kill each other. Griefers, by definition, kill to piss those around them off. They are game-bound sociopaths. |
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How To Handle Griefers In FFA PVP
The Pub at MMORPG.COM « General Discussion 12/26/11 12:23:38 PM
Originally posted by SpottyGekko That's exactly the point, he doesn't want any rules, he just wants people to all play nice without having any penalties for not doing so. |
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How To Handle Griefers In FFA PVP
The Pub at MMORPG.COM « General Discussion 12/25/11 3:31:28 AM
Originally posted by Cuathon No society in history has ever done away with crime. They simply punish people who break the laws. Unfortunately, you don't want to punish people for breaking your laws, you just don't want them to want to be criminals in the first place. Ain't gonna happen. |
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How To Handle Griefers In FFA PVP
The Pub at MMORPG.COM « General Discussion 12/24/11 6:44:27 PM
Unfortunately, you're looking for a solution to a problem, then shooting down any conceivable solution ot the problem. You want to change human nature and that's just not going to happen. If you want to get rid if griefing, you have to hard-code the solution into the game. If you refuse to do so, give up on trying to get rid of griefing. You just can't have it both ways. |
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Old 'school'ers rejoice check this out !!!
The Pub at MMORPG.COM « General Discussion 12/21/11 1:49:27 PM
If nothing else, it's not another annoying fantasy title, that gets my attention immediately. Once it's actually out and working, I'll take a look at it. I ignore games in alpha and beta. |
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What will you buy in F2P MMO shop
The Pub at MMORPG.COM « General Discussion 12/17/11 5:24:28 PM
Where is "nothing"? I won't buy a thing out of a cash shop, I don't care what it is. |
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The forgotten features of a golden era.
The Pub at MMORPG.COM « General Discussion 12/11/11 9:52:53 PM
Originally posted by VengeSunsoar You're absolutely right, but I have to wonder if there are enough people who would play such a stripped down game if there aren't enough right now who would play the full-featured version and make it worth producing. Sandbox players are a very small niche, especially since you can't even get any kind of agreement among them as to what they want in a game. Could a game be produced that would have enough for a large enough audience to be financially successful? I'm not sure it could. |
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If you had to choose one IP/World for the next super quality, extreme good/succesful fantasy MMO. What would you chose?
The Pub at MMORPG.COM « General Discussion 12/11/11 1:46:39 PM
None of the above. Hate fantasy. Want sci-fi. |
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I don't believe you can have a widely social game with these power gaps.
The Pub at MMORPG.COM « General Discussion 12/11/11 1:45:24 PM
Originally posted by demarc01 Not only was the player base much smaller, but these games appealed to a single niche audience, the majority of people on the server had the same outlook, the same goals and the same life experience. Today, you have dozens of different groups of people, each with their own "community", each wanting different things out of the game, etc. It's no wonder there isn't a single, cohesive community, there isn't a single type of player running around in the game. Everyone ran with the same group, thus people who were dicks in that group all knew about it. Today, you just rename the character, create an alt, or switch groups and you can do whatever you want. That's the reality of MMO play today, people need to stop living in the past and just deal with today's reality, like it or not. |
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The forgotten features of a golden era.
The Pub at MMORPG.COM « General Discussion 12/11/11 1:38:05 PM
Originally posted by Telil The problem is, you're looking at this from the perspective of the individual gamer who wants what they want and thinks it's the job of others to provide it. I'm looking at it from the perspective of the business owner who has bills to pay and needs to produce a product that has wide spread appeal to garner the largest return on investment possible. The problem is, the business owner perspective wins every time. You just won't find any business out there that is going to produce a game that they know will run at a loss. It just doesn't work that way. At the end of the day, the employees have to be paid, the investors have to be paid, server costs need to be paid and there needs to be enough of a profit to make the stockholders happy. If all of that isn't being done, there will be no game because the developer can't afford to be a charity. Unfortunately, there are far too many people in this consumer-happy, liberal society who think they get what they want, because they want it, no matter the consequences. It just doesn't work that way. Never has, never will. Deal with reality. |
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Originally posted by InFaVilla Since there's no such thing as reincarnation, I'm not particularly worried. |
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The forgotten features of a golden era.
The Pub at MMORPG.COM « General Discussion 12/10/11 5:43:36 PM
Originally posted by Telil See, I'm one of the old-timers, I was there playing back in the UO/EQ days and, for what games were back then, they were fine. But that's not something that will continue to work as time goes on, any more than Pacman or Asteroids will continue to work over time. If you want to expand your market and stay in business, you have to change with the times. That is what every successful industry does. The fact is, the people who made EQ made their money and moved on to other things. That's not their primary source of income today. It was great for it's time. That time is over. Now it's a mere ghost of what it once was, with a very niche audience and not making much. Why? Because there just isn't that much mainstream interest in it as a game. If they made it again, with updated graphics but otherwise very similar, it would fail. It's just not the kind of game that modern gamers are looking for, any more than modern gamers would go back and play Pacman or Space Invaders in droves. Trying to make those games again would be a recipe for failure. EQ was just as much about making money as any other game, the playerbase was just different back then. It was very much a niche market. Today that's just not the case. We'll never go back to a time when a tiny niche model is going to be acceptable, especially with modern development costs and timelines. |
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