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Encouraging grouping the GW2 way.

QSatuQSatu Member UncommonPosts: 1,793

I found it on IGN:

"Standing out was the discussion of grouping. It has become a given that if you're soloing in an MMORPG, you don't want to compete for enemies or loot, so you either group up with whoever comes along, or you try to find an isolated area. This is at odds with what most people say MMORPGS are about – cooperation – and ArenaNet wants to avoid this same pitfall. According to the post by stuido head Mike O'Brien, "when someone kills a monster, not just that player's party but everyone who was seriously involved in the fight gets 100% of the XP and loot for the kill." This veers pretty wildly from the more standard "tagging" method that most players are used to, and is designed to encourage all players – regardless of whether they are grouped or guilded, to work together to slay the big beasties."

 

Do you think this is the right way to make ppl play together? It's actually preety simple mechanic and yet I've never seen it in other mmos.

It seems like it's fixing kill stealing too.

Comments

  • Methos12Methos12 Member UncommonPosts: 1,244

    That... sounds a lot like watered down aka. "loose" version of WAR's PQ system to me.

    Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
  • Lord.BachusLord.Bachus Member RarePosts: 9,686

    Originally posted by Methos12

    That... sounds a lot like watered down aka. "loose" version of WAR's PQ system to me.

    An improved version of  the PQ system, i guess...

    Which would be awesome....

    Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)

  • KyleranKyleran Member LegendaryPosts: 38,633

    Well, if that's how they're going to do it I'm all for it.  Any thing that encourages players to group is an improvement over the solo fests I've been playing the past 5 years.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    Just trying to live long enough to play a new, released MMORPG, playing ESO - Blackwood at the moment.

    Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV

    Don't just play games, inhabit virtual worlds™

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  • DrachasorDrachasor Member Posts: 2,678

    It's kinda like what Warhammer did with zone quests, right?  A natural extension, imho.

    I definitely think this is a very good way to go.  If you need to organize it can be done in the zone chat or whatever.  It isn't grouping per se, but it is player interaction.  Classic grouping is actually a barrier to player interaction, so removing that barrier is good.  Once you have people working together, you only need to make sure there are reasons why they will talk to each other.  Complex game mechanics (that are apparent to players and not hidden) greatly help with that and Guild Wars has that.

    Overall, good community is about making good reason for people to work together and interactive cooperatively with few or no barriers to that interaction.  As such,  I definitely think GW2 is a step in the right direction.

  • MMO_DoubterMMO_Doubter Member Posts: 5,056

    Originally posted by Lord.Bachus

    Originally posted by Methos12

    That... sounds a lot like watered down aka. "loose" version of WAR's PQ system to me.

    An improved version of  the PQ system, i guess...

    Which would be awesome....

    Not improved, because PQs were scripted and your objectives changed from stage to stage. PQs were one of the best things about WH Online, although they really used too many.

    "everyone who was seriously involved in the fight" what qualifies for this? That will be the sticking point.

    It doesn't in the least bit encourage grouping.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • MMO_DoubterMMO_Doubter Member Posts: 5,056

    Originally posted by Kyleran

    Well, if that's how they're going to do it I'm all for it.  Any thing that encourages players to group is an improvement over the solo fests I've been playing the past 5 years.

    All it does is encourge soloing in the same area as others.

    I see no reason it will mean more co-operation or communication between players. I played year of WH Online. Communication in PQs was minimal.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • SteamRangerSteamRanger Member UncommonPosts: 920

    I'm excited about this. I enjoy helping others, but that doesn't mean I want to be locked into a group with them. I think ArenaNet may be on to the Next Big Thing, being a part of a group without being in the group.

    "Soloists and those who prefer small groups should never have to feel like they''re the ones getting the proverbial table scraps, as it were." - Scott Hartsman, Senior Producer, Everquest II
    "People love groups. Its a fallacy that people want to play solo all the time." - Scott Hartsman, Executive Producer, Rift

  • HyanmenHyanmen Member UncommonPosts: 5,357

    It encourages zerging. 

    If 10 individuals hack the same monster, I wouldn't call that very "cooperative" which is kinda the point of grouping in the first place.

    Using LOL is like saying "my argument sucks but I still want to disagree".
  • MMO_DoubterMMO_Doubter Member Posts: 5,056

    Originally posted by Hyanmen

    It encourages zerging. 

    If 10 individuals hack the same monster, I wouldn't call that very "cooperative" which is kinda the point of grouping in the first place.

    Yup. MMOs are becoming all about thousands of players ignoring each other.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • DrachasorDrachasor Member Posts: 2,678

    Originally posted by MMO_Doubter

    Originally posted by Kyleran

    Well, if that's how they're going to do it I'm all for it.  Any thing that encourages players to group is an improvement over the solo fests I've been playing the past 5 years.

    All it does is encourge soloing in the same area as others.

    I see no reason it will mean more co-operation or communication between players. I played year of WH Online. Communication in PQs was minimal.

    If combat mechanics have no depth, then there's little reason to talk even if you do group up.  GW2 promises to have a quite in-depth combat system, so utilizing that to its fullest will encourage communication as will calling for help and the like with a zone boss.

    This also means you can help other players freely and easily, but you can't hurt them freely and easily.  That will also encourage a good community attitude.

    Edit:  I agree that lacking the right combat and other mechanics, it would just encourage soloing (though again, still there'd be a better friendliness in the community, I think).  GW2 looks like it will have the right supporting mechanics to avoid this fate.

  • MorcotulconMorcotulcon Member UncommonPosts: 262

    IMO it might work very well.


    I think this can solve a lot of problems:

    1. instead of looking for someone to party with, we can play together and have the same EXP and loot without inviting to the same party;

    2. maybe its good to have less problems with KS, if this is done pproperly, cause the one that does KS wasnt focused on killing the mob since the beguinning and the KSed one has all his EXP cause he took 3 quarters of the mobs life.

    3. certainly its good for healers, because in most games they dont have the same EXP as the others because they dont hit the mob;

    4. certainly its good for bosses. Theres a lot of games where the last one that hits its the one that has more EXP and has the ONLY GOOD LOOKING ITEM there is.

     


    But maybe its a completely different way of doing things, and im totally wrong about my expectations lol xD

  • itbewillyitbewilly Member UncommonPosts: 351

    Originally posted by Methos12

    That... sounds a lot like watered down aka. "loose" version of WAR's PQ system to me.

    How does this sound like a watered down version of War's PQ system?

    In War you all rolled for the loot and the person/group who contributed more had a higher chance at a better loot bag(at least thats how it was when i played it long ago)

    This statement said everyone who was involved got 100% of the loot and xp.What this says to me is if I am out in an area by myself and a rare group/raid spawn pops up i can call for people to help and not have to worry about losing all the loot because some prick shows up with all his guild and steals the kill.

     

    I guess it doesnt matter really.People will always make comparisons between games when a new one comes out based on an older one.

  • deniterdeniter Member RarePosts: 1,400

    This GW2 style feels more like what I thought it would have been in WAR when they started to advertise it. WAR PQ's felt too much like a mini-game. This is the way it should have been, traditional group quest with an advanced mechanic to distribute loot.

  • uquipuuquipu Member Posts: 1,516

    Sounds like an AFK'ers dream

    Find some people downing a difficult boss.

    Tag it with an arrow.

    Surf p0rn

    Profit!

    Well shave my back and call me an elf! -- Oghren

  • z80paranoiaz80paranoia Member Posts: 410

    this is a major selling point for me

    Guild Wars 2 is my religion

  • MMO_DoubterMMO_Doubter Member Posts: 5,056

    Originally posted by uquipu

    Sounds like an AFK'ers dream

    Find some people downing a difficult boss.

    Tag it with an arrow.

    Surf p0rn

    Profit!

    Macro an AOE attack.

    "" Voice acting isn't an RPG element....it's just a production value." - grumpymel2

  • Methos12Methos12 Member UncommonPosts: 1,244

    Originally posted by itbewilly

    Originally posted by Methos12

    That... sounds a lot like watered down aka. "loose" version of WAR's PQ system to me.

    How does this sound like a watered down version of War's PQ system?

    In War you all rolled for the loot and the person/group who contributed more had a higher chance at a better loot bag(at least thats how it was when i played it long ago)

    This statement said everyone who was involved got 100% of the loot and xp.What this says to me is if I am out in an area by myself and a rare group/raid spawn pops up i can call for people to help and not have to worry about losing all the loot because some prick shows up with all his guild and steals the kill.

     

    I guess it doesnt matter really.People will always make comparisons between games when a new one comes out based on an older one.

    Because it fundamentaly seems to be the same thing. Only difference is the eventual method used to distribute the goodies at the end. And don't delude yourself into thinking something similar won't be in place for GW2. Most likely (probably, I hope) it won't use some random element in it's calculations like WAR does (that used to piss me off), but something will be in place, some conditions and criterias to regulate the player's participation and to reward them accordingly.

    To avoid AFKs and other leeches.

    Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing.
  • DeborionDeborion Member Posts: 30

    Originally posted by MMO_Doubter

    Originally posted by uquipu

    Sounds like an AFK'ers dream

    Find some people downing a difficult boss.

    Tag it with an arrow.

    Surf p0rn

    Profit!

    Macro an AOE attack.

    but hopefully they have a mechanic in place to prevent AFK auto attacking

     

    and i really hope the game will be that entertaining that people dont want to go AFK to surf porn while playing becouse if it is that boring... i atleast wont be playing it :)

    Sorry for typos... dyslexic and just too damn lazy to proof read every post for 30 min
    (yes i am aware of spell check but it does not help that much :)

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