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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.
@KnightFalz you are right at some point but i think in long term solo players quit the game earlier. The developers mostly having hard time balancing the game for solo and group players.
As of late, I am unable to find a game that I thoroughly enjoy. As of right now, I feel it is because MMOs are catering to the solo play style more and more. Every game has the same template for game design. Solo content makes up the majority of the game. All group content can be done in a weekend and is really only accessible at the end of the game (IE end level). The game's play style essentially does a 180. Solo all the way to max level, because it is the most efficient, then group for max iLvL because it is the most efficient. This genre doesn't offer a challenge outside of an increase dungeon "mode"; which, honestly makes the game feel more like an arcade and less a persistent world. Additionally, it isn't new content it is just recycled content with higher mob stats. I hate that the first month of game play, feels like the combination of a tutorial & real money store advertising. NPCs are unable to put a dent in your health, even when I just stand there for a good 30 seconds. While there is "technically" a more efficient way to kill mobs, spamming your first spell is sufficient enough. I might kill a mob in 0.8 seconds instead of 1.0 second if I did a proper combo. Though, spamming my first ability while watching TV is more enjoyable. Use of potions, utility spells, heals and such are next to pointless until dungeon mobs; not only making every class feel the same, but the need to craft countless items that won't be used / are not wanted.The outdoor world experience has become so catered to solo play, that playing with friends actually hinders your ability to play the game. This annoys more me than everything else. A mob will die in 1.5 - 3.0 seconds if I play solo. GCD is typically 1.5 seconds in games. Play with my wife, and we're either able to get one ability off between the two of us or we each get an ability off. Add a 3rd player and someone is literally doing nothing.Play a DOT class? HAH, mob will be dead before your dots have done any significant amount of damage.Use a long cast ability? I hope you like seeing your spell fly towards a dead mob. As you've now done literally nothing as your two friends just burst the enemies down.Play a healer? Soak up XP from your friends thinking about how someday you'll get to heal. The dungeon experience has been simplified so much that every game, every dungeon, has the same template. 3 boss dances, AOE trash, linear dungeon that takes 15 minutes to do. Even the "group" based content doesn't require communication anymore. Utility isn't really needed. Assigning CC? Well, that isn't needed because AOE is far more reliable and more efficient.My friends and I tested group vs solo content out over the last month with some new alts. We leveled from 100 - 110 in WOW Legion solo. Finished all quests & all story. Finished up WQs to get to iLVL ~850. That took a good two to three weeks to do. Then we jumped into dungeons together with these alts. We were able to see all 10 dungeons, all raid content, and did Kara in 1 weekend. So, solo content lasted a good 3 weeks. Group content was a Saturday.I was happy solo content was available when 2nd generation MMOs released. Though, I regret ever wanting it. Darksouls, Bloodborne, and Witcher 3 all have better solo experiences. MMOs are starting to offer the same level of immersion as a phone app, 20 mins of enjoyment while on the toilet.
As of late, I am unable to find a game that I thoroughly enjoy. As of right now, I feel it is because MMOs are catering to the solo play style more and more. Every game has the same template for game design. Solo content makes up the majority of the game. All group content can be done in a weekend and is really only accessible at the end of the game (IE end level). The game's play style essentially does a 180. Solo all the way to max level, because it is the most efficient, then group for max iLvL because it is the most efficient.
Never forget 3 mile Island and never trust a government official or company spokesman.
He did make a very accurate assessment. "Tough for a developer to balance a game for both solo and grouping"That would be i don't like nor do i consider LAZY cop outs like the Wowish type clones.Instead of trying to balance it or just doing it properly,they separated the game into two parts,ALL soloing then end game grouping.I would HOPE that even the most naive person in the world can see the problem with such a design.I will spell it out anyhow.....Ok so you design a game to have players solo 100% of the time,then all of a sudden after NEVER learning to group or play their character in a grouped situation,you just THROW end game grouping at them...lmao...sigh.. developers that do this have no clue what they are doing.This is like training someone to use a hammer,then all of a sudden hand them a bowling ball and say ok now your ready to bowl.
I prefer group difficult content that can be manipulated and used as very challenging solo play. What ruins a game is when they make all the mobs utterly impossible to beat solo or have a breaking point where it's impossible to solo, then dies instantly providing no loot/xp 5 levels later.
Bluefish said:The huge amount of solo content that isn't in the least bit challenging (or lacks risk/reward) is what bugs me the most in many MMOs.
MMOs should be games that "Grouping advantageous", what that means, is that, while it there is nothing wrong with playing solo, and it should be a viable way to play an MMO, it should always be to your advantage to group and have other people with you.Think of it like this, no one likes being forced to play a specific way, they don't like being forced to group, or forced to solo, or whatever. But if you make it so they could solo, but it's to their advantage to group, the choice becomes theirs to make, as opposed to being thrust upon them.