The 'Group Play vs Solo Play in an MMO' Thread

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  • MtheumerMtheumer Member UncommonPosts: 20
    Im gonna have to dig up City of Heroes here.  The game never made you feel like you were missing out if you chose to login to solo for a bit, but made you feel that much more powerful on the right team.
  • MachinationMachination Member UncommonPosts: 70
    Mtheumer said:
    Im gonna have to dig up City of Heroes here.  The game never made you feel like you were missing out if you chose to login to solo for a bit, but made you feel that much more powerful on the right team.
    Yep, funny how some of those classic games got things right. Simple, yet right.
  • netglennetglen torrance, CAMember UncommonPosts: 116
    Ilvaldyr said:
    Originally posted by toddze 
    this isnt my fight but i am going to put in my 2 cents here. I want you to name  AAA games post wow thats made a game for groupers. Now name  games post wow that was made for solo'ers.

    AAA games post WoW that have zero solo content: DDO. They soon changed that.

    Everquest 2 had forced teaming but after the mass exodus of players, they quickly changed their draconian tune on both forced teaming and crippling death penalty system.
  • DarkswormDarksworm Member UncommonPosts: 399
    edited April 2016
    netglen said:
    Ilvaldyr said:
    Originally posted by toddze 
    this isnt my fight but i am going to put in my 2 cents here. I want you to name  AAA games post wow thats made a game for groupers. Now name  games post wow that was made for solo'ers.

    AAA games post WoW that have zero solo content: DDO. They soon changed that.

    Everquest 2 had forced teaming but after the mass exodus of players, they quickly changed their draconian tune on both forced teaming and crippling death penalty system.
    It wasn't [literal] forced grouping, it's just that MOBs were often balanced for group play (i.e. too hard for players to solo at level).  The Shared Death Penalty did cause a huge uproar and never should have been in the game to begin with.

    EQ2 had more problems than that, though.  Don't think many people could elven run the game back in 2005.  The engine makes even modern PCs cry.
    Post edited by Darksworm on
  • DullahanDullahan Member EpicPosts: 4,343
    Game was awful and unworthy of the EQ name.


  • WereLlamaWereLlama Lubbock, TXMember UncommonPosts: 246
    I think one of the key handicaps to grouping is forced synchronous vs asynchronous game play (you have to be online the same time as your group).  

    If your friend can buf you in the morning (during work week), so when you login, you would then be ready to take on the content.  This might widen the game play options available in the mmo.

    I suspect its not practical for many of us that have busy lives (most people after college) to play with the same folks at same exact time consistently enough to challenge the same content.
  • rahl2002rahl2002 Member CommonPosts: 3
    edited April 2016
    I think one of the key handicaps to grouping is forced synchronous vs asynchronous game play (you have to be online the same time as your group).  

    If your friend can buf you in the morning (during work week), so when you login, you would then be ready to take on the content.  This might widen the game play options available in the mmo.

    I suspect its not practical for many of us that have busy lives (most people after college) to play with the same folks at same exact time consistently enough to challenge the same content.
    Yea the political economy is defo important. There is a diverse player base nowadays (I work too or I may live in a different time zone). The idea of the guild is also perhaps outdated - it comes from medieval times (?) where there are strong and hierarchical relationships. I often don't have the time or inclination to make such relationships. OTOH I enjoy loose, egalitarian or brief relationships in an MMO; I don't play an MMO to play a completely solo game and solo games often don't have the richness and feel of an MMO. So perhaps MMOs can offer a wider and more equal range of solo and group content (and don't necessarily have to reward top gear for the hardest content).
    Post edited by rahl2002 on
  • lunawisplunawisp UKMember UncommonPosts: 177
    In general, MMO's need to cater to as many players as possible, that means having both solo and group content. Some do it better than others. I think most of them get it right overall - you can reach the level cap solo if you want to but you'll never experience all the content without grouping.

    The most annoying thing I've ever seen is in GW2 where you can solo your characters entire storyline up to the very last quest and you feel involved to some extent. Then the final quest bombshell hits - it turns out to be a group dungeon in which your character suddenly comes pretty much redundant to the story.
    lunawisp was my peacebringer in City of Heroes. She lives on, in memory, as my gaming id
  • IfrianMMOIfrianMMO BarcelonaMember UncommonPosts: 246
    I think vanilla WoW had it right.

    You COULD solo, but it was slow, much less effective,  more expensive and oftentimes painful, but if you really wanted to, you COULD solo and reach max level.

    But grouping and having friends/willing to play with others speeded up questing considerably.


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  • nerovergilnerovergil klMember UncommonPosts: 631
    increase mobs numbers in pve map for group leveling? means harder for single person to level up
  • netglennetglen torrance, CAMember UncommonPosts: 116
    lunawisp said:
    The most annoying thing I've ever seen is in GW2 where you can solo your characters entire storyline up to the very last quest and you feel involved to some extent. Then the final quest bombshell hits - it turns out to be a group dungeon in which your character suddenly comes pretty much redundant to the story.
    What I found annoying with GW2 was the class epic weapons. You'll find yourself working on some epic weapon/shield/offhand item that your class usually doesn't use. 
  • howstupidisthishowstupidisthis Member UncommonPosts: 147
    This is why I believe sims will be making a big impact on gaming.
    No more artificial mechanics that allow or dont allow you to do what ever you want.
    Just add the physics you want and let the players do the rest.
    Same with grouping and solo, there should be both, but obviously the richest rewards will the toughest and you're going to need help with that.
  • WarEnsembleWarEnsemble Member UncommonPosts: 34
    I prefer a 60% soloable 40% group content mix. As an older player with limited time, I want to be able to play AND accomplish something any time I log on, as well as find more in depth play with others when I have the time.
  • ParadokzzParadokzz Member UncommonPosts: 2
    edited July 2016
    Post edited by Paradokzz on
  • ApexTKMApexTKM Starkiller BaseMember UncommonPosts: 334
    Massively Solo Offline Game. Really ruins the point of an mmo but I do understand some solo players that just enjoy leveling because I enjoy leveling by myself sometimes.
    The acronym MMORPG use to mean Massive Multiplayer Online Role-Playing Game.

    But the acronym MMMORPG now currently means Microscopic Multiplayer Online Role-Playing Game. Kappa.
  • 45074507 Member UncommonPosts: 176
    I like the idea that all content is soloable in theory, but in practice, a solo level 80 is going to have to do content meant for grouping level 20s if they want to have a reasonable chance of success (unless, of course, the player in question is a pro e-sporter and/or has top tier gear).
  • FalkorsEgoFalkorsEgo Member UncommonPosts: 9
    Being someone whose Real World friends dont like MMORPGs, or even anything outside of FPS games i personally love games that have the ability to solo at the beginning at least, and can in theory be done totally solo (or atleast without knowing other peoples) though are better when played with others.

    Theres nothing quite like meeting a bunch of awesome people in game, learning from one another, talking crap and batlling the beasts.. 

    So yeh, then again id prefer it if my friends outside of gaming weren't all lame, but hey, cant have it all. (Just like the perfect MMORPG)
  • MaxBaconMaxBacon Figueira da FozMember EpicPosts: 4,100
    It's kinda derp when most MMO's have this massive multiplayer aspect... yet on the gameplay is you doing your stuff alone most of the time. And proper group content is usually something that MMO's motivate at the end-game.

    I always look for MMO's that have a concrete cooperative aspect of them as their core gameplay. Instead of using the cooperative gameplay as something secondary, optional or end-game related mechanics.
  • Truc_QuanTruc_Quan Member UncommonPosts: 8
    Which game i love the most is RED ARLERT
  • OllyWollyOllyWolly Member CommonPosts: 2
    edited October 2016
    I've always loved games that give the feeling of being apart of your own Fellowship of the Ring! I.e progressing as part of a group rather than solo-play in an MMO. 

    Sadly though, I haven't found any MMOs lately that give me that experience. Most of them are solo-grind fests to a point where group play becomes more feasible. 

    Edit: Anyone have any suggestions for MMOs that have group content quite persistent and present? Aka, not only endgame which can still be achieved mostly 'solo' with LFG tools where you can still join and complete a dungeon with once talking to the people you are with. 
    Post edited by OllyWolly on
  • MegidolaonMegidolaon New York, NYMember UncommonPosts: 10
    edited October 2016
    .
    Post edited by Megidolaon on
  • DreadToothDreadTooth Member UncommonPosts: 150

    I enjoy a game that offers multiple forms of both group and solo play. Especially if that game offers idle social features, ie. (now offline) Ultima Online sitting at the bank, (still online) Puzzle Pirates sitting at the inn, (ugh) WoW sitting anywhere while in a large guild.

    Playing in a group should definitely be an option, with special items that aren't necessary being typically all that requires group play (elite mobs, group dungeons etc.), and there should be multiple forms of group play as well. Like mob farming, generic quests, dungeons, elite mobs, group exercises like events or travel (sailing etc.).

    While playing solo should also definitely be an option, with more solo-centric portions of the game requiring playing solo but specifically as a not-required-to-play-the-game option to the player. Farming mobs, completing quests, doing non-loading or non-elite dungeons, events designed to have the option to solo, travel (sailing with NPC helpers etc.)

    It all depends, but having more options to the player for either group or solo and more ways to do both, are definitely what makes an MMO rise above the rest.

    Currently Playing:

    Fallout 4 (Xbox One)

    Puzzle Pirates (PC)
    Dreadtooth on Emerald Ocean

    "Dying's the easy way out. You won't catch me dying. They'll have to kill me before I die!"

  • BluefishBluefish BrightonMember UncommonPosts: 57
    It is possible to like MMOs, and not like people. The two aren't mutually exclusive. 
  • waynejr2waynejr2 West Toluca Lake, CAMember EpicPosts: 7,615
    increase mobs numbers in pve map for group leveling? means harder for single person to level up

    Nothing wrong with that.  Snowflakes will get upset.
    http://www.youhaventlived.com/qblog/2010/QBlog190810A.html  

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    Kyleran:  "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."

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  • KnightFalzKnightFalz Member UncommonPosts: 207
    I don't see why group versus solo play should be an issue in MMORPGs. The MMO industry doesn't seem to be in such sterling shape that any in it should turn away any potential customers. To maximize their potential for revenue and success MMORPGs would do well to appeal to both player types.
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