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

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  • nerovergilnerovergil Member UncommonPosts: 680

    My mmo.

     

    type of leveling option

     

    1. pve  

    2. pvp

    3. wvw

    4. crafting/work

     

    gameplay example

     

    1.Create character

     

    2. Arrive at Prontera. Lv 1

     

    3. Get a job at town. example cake and pizza shop

     

    4. Work. get lv 2. get paid 15 silver. Work is daily activities that can be done once that give u level exp and money. U get paid better as your work rank increase.

     

    When you gain your work level, you can get paid up to 10+ gold a day!

     

    When u get to max work level, you can get licend to start your own business 

     

    If player want to get the best equipment in WvW part of this game, playing working part of the game is crucial because easy cash was there.

     

    5. Rent a house for a house buff. Small house rent 10 silver a day. You can sleep and bath there. own a house, sleep, bath, eat,drink give a small buff for duration of time.(12 hours++) 

     

    Player still can, eat, bath and sleep at inn that cost much lower. like 5 silver. But player wont have house buff and garden.

     

    You have a small garden at your house so u can farm and start a trading run later. But before u can farm, u need money to start the trading run business.

     

    6. Go to pve low level map with all the buff. Kill lv 2 monster. get lv 3. Kill lv 3 monster. get lv 4

     

    Becareful in pve, there might be high level enemy player assassin that finding player for gold. Killing enemy player in their pve map will grant 1gold per head to the assassin.

     

    More details about pve.

     

    Every week, 2 server world will be paired together. They can walk to each other pve map. Like open world pvp.

     

    Every server has low level map, medium level map, high level map, shared world boss map.

     

    The distance is like this:

     

    Server A citadel > low level map A > Medium level A > High level A > Shared boss map A and B < High level B < Medium B < low B map < Server B citadel

     

    This include naval battle.

     

    So the world is connected. Every week server will be paired with other server depends on the server performance.

     

     

    7. Boring with pve? Que for 10vs10 pvp tournament!you gain 50% experience and 50 silver each win! if u lose u still get 25% experience and 25 silver!

     

    All player is at max level and wear same equipment level in a fair pvp arena fight.

     

    Player can que for proper 30 minutes pvp game or just join hotjoin that give less money and less exp.

     

    Pve small buff (like home,eat,drink,etc) wont carry for pvp. This place is total fair balance fight. Esport play

     

    8. Start saving to 5 gold and you can start your 1st trading run! Example trading item = aloha Chicken Pizza.

     

    Player can buy some of the ingrediants at merchant npc and farm the other ingrediants. You can farm the pineapples at your garden. Pineapples takes 1 day to complete ripe.

     

    crafting items give player exp and work rank.

     

    You can, buy the ingreadiants from other players.

     

    Trading run is bringing the items to the enemy territory and sell it with higher price.

     

    There is pve trading and wvw trading.

     

    5gold bunch of pizza can be sold 10gold in enemy territory.

     

    Trading run is dangerous and the items might fall into enemy and player get killed by pirate and assassin.

     

    trading run can be at sea and land.

     

    Trading run in wvw give more gold.

     

    9. Still an uplevel and want to try Wvw? Yes u can! join commander and if u lucky u can get free exp from capturing enemy towers, camp, keeps.

     

    1 server can only has 100 players per map (2 map, the 2nd is naval battle, 200 player in 1 server) at the time. If more player, they will que the map.

     

    10. After all the hardwork, dedication, blood, sweat and tears (No blueprint, best uplevel NA).You finally reach max level 99! Now what?

     

    start working on your exotic equipment! Get to full exotic. Do wvw daily! kill world boss! gain gold!

     

    11. So i get all exotic now what? 

     

    So now u are stronger than ever. Fight for your server! Get more gold by getting ur server best place every week and getting a lot of gold reward.

     

    12. Start leading your guild to the top! Try guild vs guild matchmaking! get lots of gold for placing the top!!

     

    13. Now i have all the gold! what now!!!

     

    Start crafting your own ascended equipment!! ascended later can be upgraded to legendary equipment! get more gold! kill enemy players! conquer territories!

     

    Build mansion houses! get more land for farming! gain gold!! Bigger house give bigger buff!

     

    14) They will be series of pvp tournament, gvg tournament, wvw tournament, 1v1 tournament from time to time. The champion will rewarded with legendary weapon.

     

    15) Im too lazy with all this grinding, im a casual player.

     

    Then pvp is for you! play a 30 min 10vs10 game. Where everyone is max level and same equipment level. only skills and teamwork matters!

     

    Im still thinking to make this pvp mode more like dota 2, but with absent of level. You will have troops, and capture towers and destroy enemy base.

     

    The reason is, adding level will imbalance the game and give no space for catching up as the winning player will become more powerful each time they win. This will make the game end earlier.

     

    16) Lets take a look at the game classes.

     

    1. Assassin - ninja class

    2. Knight - cool knight

    3. Sorceress - elemental magic

    4. Sniper - gun user

    5. Ranger - bow user

    6. Priestess - holy magic

    7. Paladin - tanker

    8. Champion - best martial arts

    9. Pirate - bad guy

    10. Melody - musical magic

    11. Alchemist - androids

    12. Blacksmith - Weapon and armor specialist

    13. Warlock - Undead magic and summoner

    14. Sage - anti magic

    15. Warrior - barbaric

    16. Phantom - illusion

    17. Witch - Black magic

    18. Summoner - Have companion fight along side

     

    Skills is not weapon lock. You can wear any desired weapon.

     

    Role (dps, tanker, support) is not class lock. You can be assassin, but a tank, a support. 

     

    This game will be mix of Ragnarok online, Guild War 2, Archeage, Kingdom Under Fire 2.

     

     

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  • uglybluecatuglybluecat Member UncommonPosts: 12

    I really enjoy playing solo with other ppl around.

    I find having other people around mixes things up enough to make it more interesting, like doing crazy stuff in town or weird conversations in world chat, maybe killing everything just before I get there or suddenly attacking me in a pvp zone.

    I don't want to group with anybody, but it would be boring without them.

    image

  • Cephus404Cephus404 Member CommonPosts: 3,675
    Originally posted by uglybluecat

    I really enjoy playing solo with other ppl around.

    I find having other people around mixes things up enough to make it more interesting, like doing crazy stuff in town or weird conversations in world chat, maybe killing everything just before I get there or suddenly attacking me in a pvp zone.

    I don't want to group with anybody, but it would be boring without them.

    I potentially like other people around, if they're not assholes, which far too often in MMOs, they are.  I'm almost always chatting in an MMO with friends, but I don't play with any of them because their playstyle and my playstyle almost never coincide. Everyone is rushing to endgame, I don't play endgame at all.  Everyone wants as much XP per hour as possible, I want to take things slow, search through the dungeons, loot every drop, etc.  Since everyone else is running off down the corridor, shooting everything that moves and most things that don't, I just don't play with them.

    Therefore I solo, both because I have no one to play with that isn't frustrating and because so many people in MMOs are just pricks.  I agree though, it's nice to have at least some of them around, even if a lot of them, I'd like to just string up by their testicles.

    Played: UO, EQ, WoW, DDO, SWG, AO, CoH, EvE, TR, AoC, GW, GA, Aion, Allods, lots more
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  • SomeOldBlokeSomeOldBloke Member UncommonPosts: 2,167

    Group v. Solo is irrelevant. MMORPGs should offer alternatives to progression - not leveling as levels assume end game, you should be able to do everything from when you roll your character to when you quit playing. Whether you wish to solo or group quest, run dungeons or raids, PvP, gather, craft or just explore an MMO should offer everyone these alternatives to progress their character. If you want to try a new profession you should be able to without having to reroll.

    But, as my father used to say... I am living in cloud cuckoo land... so this will never happen.

  • MightclarkMightclark Member Posts: 1
    MMO and solo play are a unique concept, I often play solo as it's just natural for me, but it's like being introverted in the game, I'm fine with meeting others, just tend to do my own thing.
  • MadimorgaMadimorga Member UncommonPosts: 1,920

    "One of the guiding principles of our Veteran gameplay was to encourage you (not force you) to group. We wanted you to be able to reach max level by playing solo if you wished, but still encourage you to group with others along the way. This principle was the reason we made our post-50 zones more difficult; we wanted you to get together with others to take on tougher challenges and form social bonds while you did so. But we understand that, despite our vision, this is not how all our players want to experience the game beyond level 50."

     

    The above is a Zenimax announcement regarding Elder Scrolls changes.

     

    Anyone else thinkZenimax devs aren't the only ones employing this type of arm twisting to get solo players to group?  I find that devs won't be honest and say they don't want solo players (because they want our money) so they just try to make soloing unrewarding and grindy all out of proportion to group content.

     

    I'm glad this came back and bit Zenimax in the ass.  I hope solo players will start noticing these techniques in other games and openly protest it and refuse to tolerate it.  Don't want us to solo?  Tell us your game is not for us.  Want our money?  Cater to our play style and leave off with the arm twisting.

    image

    I am convinced there is only one way to eliminate these grave evils, namely through the establishment of a socialist economy, accompanied by an educational system which would be oriented toward social goals.

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  • LeopoldLeeLeopoldLee Member Posts: 4
    Originally posted by rozenblade1

    Okay...I feel MMOs should not be "Group Only", and definitely not "Solo Only" games...

    There should be SOME Solo quests, but definitely MORE Group quests...

    The reason I say this is because MMOs are meant to be played socially.  Player interaction includes grouping...Thats why they are MMOs and not single player RPGs...

    Now, I'm not bashing the soloist, but some recent MMOs are trying too much to cater to the solo player...I do not agree with this...

    Like I said, have some solo quests, actually, a healthy supply of solo quests, but not so much as to pull people away from grouping...

    Grouping should be the main focus of MMOs, and soloing should be next...

    quite agree with you.image

  • rojoArcueidrojoArcueid Member EpicPosts: 10,722

    this thread was created in 2009....

    five years argueing the same thing over and over. lol





  • LalapaseoLalapaseo Member Posts: 16
    I like how in firefall there are solo classes and team classes, and that they mix together quite well.
  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432


    Originally posted by rojoArcueid
    this thread was created in 2009....five years argueing the same thing over and over. lol
    People come, people go, people go and come back. Personally, I'd rather have this ONE thread rather than 25 new threads a week :)

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


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  • codekittencodekitten Member Posts: 59

    I'd love to say there needs to be a balance but I'm not sure that there ever will be a true balance. Let alone one that everyone will agree on. This being said here is my thoughts on the matter. If you are playing a mmo then expect to be social. There isn't a way around it and if you expect to play the game by yourself go play a single player. I don't want the game company to dumb down content because a few people complain it's too hard. Sure from time to time in a mmo I am playing I might complain something is challenging.. odds are the fight or whatever is a challenge isn't really difficult for me to complete. But to get 3-7 or more other to complete the same thing  is where the challenge comes in. 

    There are times in a mmo where I don't mind solo content. Mostly covered by gathering, crafting or questing. But even some of those can leak into multiplayer and that is fine. That is how you build a community is by being social. I think too many mmo's now a days lack the community I grew up with over the years. More and more people expect to get all the things with no work or without having to talk to another person. 

    (half asleep and this gave me something to do so I don't care if it's people arguing the same points. D; )

  • dreammydreammy Member Posts: 5
    Personally, i would more appreciated solo play. But i believe only group play and team work will bring you real exciting experience.. isn't it? 
  • BeartosserBeartosser Member UncommonPosts: 94
    Originally posted by codekitten

    I'd love to say there needs to be a balance but I'm not sure that there ever will be a true balance. Let alone one that everyone will agree on. This being said here is my thoughts on the matter. If you are playing a mmo then expect to be social. There isn't a way around it and if you expect to play the game by yourself go play a single player. I don't want the game company to dumb down content because a few people complain it's too hard. Sure from time to time in a mmo I am playing I might complain something is challenging.. odds are the fight or whatever is a challenge isn't really difficult for me to complete. But to get 3-7 or more other to complete the same thing  is where the challenge comes in. 

    There are times in a mmo where I don't mind solo content. Mostly covered by gathering, crafting or questing. But even some of those can leak into multiplayer and that is fine. That is how you build a community is by being social. I think too many mmo's now a days lack the community I grew up with over the years. More and more people expect to get all the things with no work or without having to talk to another person. 

    (half asleep and this gave me something to do so I don't care if it's people arguing the same points. D; )

    Groupers complain about things being made too easy, to accommodate solo players, and solo players complain that they are completely shut out of higher level content, and gear, by mobs that are designed to be a challenge for groups, which effectively make them impossible for a solo player, no matter how skilled and determined, to kill.

    The first suggestion that came up, many years ago, on other boards, was to create solo instances, so solo players could do their thing, and gear up, for recognition, and to be able to take on higher level mobs, but groupers made the point that if it was easier to solo the gear, nobody would show up for their raids, and the ones that did would be less skilled, since they acquired their gear in such an unseemly manner. This of course would only be true if devs designed them that way, which also applies to raids, but I digress.

    The second suggestion was having a server where no grouping was allowed, and of course no character transfers to other servers, that way solo players would be completely separated from groupers, and everyone would be theoretically happy. Everyone except groupers it seems, who obviously need soloers far more than the inverse, since the compliant then is with the servers fractured, they would have too small a pool of "volunteers" to conscript to their guilds.

    The third suggestion is completely different games, designed for one playstyle , or another. That of course wouldn't work, because fractionalizing the larger playerbases would make the resulting subscription bases for each too small to be financially viable. As we all know, there isn't a single example of a business that make a profit offering specialized goods or services....oh wait.

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  • AbaxialAbaxial Member UncommonPosts: 140
    What puts me off group play is the difficulty of finding intelligent players to group with. Sure, a guild is one answer, but then you are reliant on having guildies available at the right time in the right place, which in my experience is not always easy. Different if you have a bunch of RL friends all playing the same game at the same time and the same level, but not everyone is so privileged.
  • kacztomkacztom Member Posts: 4
    It depends on the game - some of them require a group of friends who knows each other and can play together and sync their actions - but in some games it just does not matter. I remember playing ultima online - in many cases I had to have someone with me, but it was just for fun! there was no real need to get any friends, cause I could slash monsters by myself (of course weaker one, but still better than nothing)
  • UsualSuspectUsualSuspect Member UncommonPosts: 1,243
    Originally posted by Beartosser

    Groupers complain about things being made too easy, to accommodate solo players, and solo players complain that they are completely shut out of higher level content, and gear, by mobs that are designed to be a challenge for groups, which effectively make them impossible for a solo player, no matter how skilled and determined, to kill.

    The first suggestion that came up, many years ago, on other boards, was to create solo instances, so solo players could do their thing, and gear up, for recognition, and to be able to take on higher level mobs, but groupers made the point that if it was easier to solo the gear, nobody would show up for their raids, and the ones that did would be less skilled, since they acquired their gear in such an unseemly manner. This of course would only be true if devs designed them that way, which also applies to raids, but I digress.

    The second suggestion was having a server where no grouping was allowed, and of course no character transfers to other servers, that way solo players would be completely separated from groupers, and everyone would be theoretically happy. Everyone except groupers it seems, who obviously need soloers far more than the inverse, since the compliant then is with the servers fractured, they would have too small a pool of "volunteers" to conscript to their guilds.

    The third suggestion is completely different games, designed for one playstyle , or another. That of course wouldn't work, because fractionalizing the larger playerbases would make the resulting subscription bases for each too small to be financially viable. As we all know, there isn't a single example of a business that make a profit offering specialized goods or services....oh wait.

    Point 1: There really shouldn't be solo players coming to MMO's expecting to play it like a single player game, so arguing that they can't access higher level content is irrelevant. MMO's are by definition, multiplayer games. There's no reason to include solo content in a multiplayer game. You don't see solo content in something like Team Fortress 2. The fact that solo content exists at all is a by-product of people soloing mobs in the past when they were waiting for groups. Instead of being a time waster, it's now turned into the main activity in MMO's which, to me, is completely the wrong way to take it.

    Point 2: Solo instances belong in single player games. Why cater to a crowd that shouldn't be in game in the first place?

    Point 3: A server for solo players is a completely pointless creation. Why not just make it an offline game at this point? Turn it into a single player game. What is the point of playing an MMO if you want no interaction with the rest of the player base? Why would the team spend money and floor space to have a server for a group of people that don't need a server? What are people actually hoping to achieve by being online and ignoring other players?

    As you can probably guess, I'm firmly in the group play over solo play. The more MMO's have become solo based, the less I've been playing them, where now I don't play any at all. I used to play The Secret World, which has the best questing in the genre, but I'd rather spend my time in their group instances, which were fantastic. I played them over and over.

    I'll never understand the way the genre has shifted to be more single player online game, to me it completely defeats the point of making an online game in the first place.

  • RPGaddictRPGaddict Member Posts: 3

    I've always found that I prefer single/solo player mentality games, as it allows me to go at my own pace and enjoy things to myself. That isnt to say I dont enjoy from time to time the 'world' concept of a game where I can interact with people, but even in those games, I'd prefer to be meeting and challenging these people by myself, rather than depend on a group to complete a quest or compete in fights.

     

    One of the main problems is trust. We have to trust these random people we just met that they'll be working as hard, or even care to actually play their best, in order to complete the quest we are seeking for. That isnt taking into consideration disconnects or things suddenly popping up and them having to go.

    image

  • swing848swing848 Member UncommonPosts: 292
    Originally posted by DiSpLiFF
    Originally posted by Hyanmen
    Originally posted by DiSpLiFF

     i'll say what i've said before, I personally think WoW did it best. Theres group play and solo play, but you won't get nearly as good quality gear just by soloing. I would never play a game that forced me to group 24/7, on the other hand i'd never play an mmo that was just solo play. Of course i'm a casual player (i guess? 2 hours a day) sometimes I don't have an hour to wait to join  a group i'll probably leave 40 mins into it. 

     

    WoW did it in the worst possible way.

    i love when people make statements with no examples of why they think that way. 

    WoW is and has been nothing but a gear chasing game, that is why I left it.  Also, at the time I left you could not get into the best clans unless you personally knew someone.  The best clans required that you had the best gear, however, you could not get the best gear unless you were in one of the best clans ---.

    Dark Age of Camelot had the best solution, however, the problem with that game was caused by the developers, the people at the top. 

    Initially the game was too difficult because there was not enough content, then new content was added, however, RvR [3 realm PVP] was where it was at and people that dedicated themselves to it benefited the most.  Crafting was a big part of the game, however, instance drops were better, so, what was a dedicated crafter to do after spending the equivalent of a year or more crafting [every skill] when he or she could have been playing RvR and getting bonuses from that? 

    Then there were the nerfs, true most games have them, however, DAoC was in trouble from early days on and making the customer base even more angry did not help any.  I left after 7 years and the reason was all of my friends had gone, but the final straw was nerfs.  The problems with DAoC are long and those problems killed the game, however, in theory DAoC could have grown and kept a fan base far better than WoW.

    There is a new game in town called Archeage, it is fun to play and easy to level up once you figure out what a character needs and you learn how best to play, however, there are major issues with game code and the latest patch it is HackShield keeping people from logging in - they expect players to remain and they can't log in because of crappy game code?  Land ownership is time based, if you can't log in you can't farm and if you can't get in to pay your taxes on the land you will lose it, and land is gobbled up faster than a starving man that sat down beside your lunch, leaving almost everyone unable to own land.

    Land is an important commodity because farming brings in profit, either in gold runs selling goods or growing things necessary for crafting.  Another thing wrong is things cost too much to purchase, except for some of the dedicated wealthy, who spend most of their time making money in order to buy items for their characters, that leaves most people out of the loop.

    Although Archeage is fun to play, there are many headaches for those not in a good clan that takes time to help newer members.  And, the headaches do not end there.  Archeage is a prime example of a game that could be outstanding, but, the devs can't provide a finished product let alone properly balance the economy.

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  • kokujinjrockerkokujinjrocker Member Posts: 23

    Ever since FFXIV beta forums, I'm just shocked at how people don't understand that mmo's were meant to be cooperative games.

    The WoW dev. who came out and spoke about how they ruined MMOs should be aplauded, yet hes criticized for telling the truth.

    I remember while playing FFXI, not thinking twice about WoW, looked at a few trailers and was disgusted with the art direction, and knew very little about Warcraft as I've always been into Japanese games.

    Now, I just wish Wow would've failed so hard. Unfortunately they found this casual crowd who relish in instant gratification, no communication skills, obsessed with mounts over gameplay, who would rather trash fetch quest over long epic quest, don't care about the woes of cash shops, Rush to max level spamming solo fetch quest. Then do instanced dungeon raids and think dodging aoe's makes you skillful. 

    Now its just lost, its over, no one will even try to make a game like Everquest or FFXI b/c they know people will flock to these new WoW clones, play untili endgame, then resub for updates.

    I know FFXIV could've changed the tide if they wouldve stuck to their FFXI formula BUT upgraded it, but they caved a characteristic  not common in Japanese culture, they took the easy way out.

    Just imagine an updated combat system, where you travel the world and level up with friends in beutiful areas with challenging mobs and team skills that require timing and knowledge of the games elements and skills, there are so many battle systems upgrade ideas that wouldve worked for a party based game like ffxi which wouldve been exciting and fit well with new action based era.

    A thousand sighs. Those FFXIV forums were like a nightmare for ppl like me, someone who plays with friends and enjoys meeting cool people online and working together,  just so much ignorance in those forums.

    I think FFXIV is to blame for everything, starting from 1.0.

  • BeartosserBeartosser Member UncommonPosts: 94
    Originally posted by UsualSuspect
    Originally posted by Beartosser

    Groupers complain about things being made too easy, to accommodate solo players, and solo players complain that they are completely shut out of higher level content, and gear, by mobs that are designed to be a challenge for groups, which effectively make them impossible for a solo player, no matter how skilled and determined, to kill.

    The first suggestion that came up, many years ago, on other boards, was to create solo instances, so solo players could do their thing, and gear up, for recognition, and to be able to take on higher level mobs, but groupers made the point that if it was easier to solo the gear, nobody would show up for their raids, and the ones that did would be less skilled, since they acquired their gear in such an unseemly manner. This of course would only be true if devs designed them that way, which also applies to raids, but I digress.

    The second suggestion was having a server where no grouping was allowed, and of course no character transfers to other servers, that way solo players would be completely separated from groupers, and everyone would be theoretically happy. Everyone except groupers it seems, who obviously need soloers far more than the inverse, since the compliant then is with the servers fractured, they would have too small a pool of "volunteers" to conscript to their guilds.

    The third suggestion is completely different games, designed for one playstyle , or another. That of course wouldn't work, because fractionalizing the larger playerbases would make the resulting subscription bases for each too small to be financially viable. As we all know, there isn't a single example of a business that make a profit offering specialized goods or services....oh wait.

    Point 1: There really shouldn't be solo players coming to MMO's expecting to play it like a single player game, so arguing that they can't access higher level content is irrelevant. MMO's are by definition, multiplayer games. There's no reason to include solo content in a multiplayer game. You don't see solo content in something like Team Fortress 2. The fact that solo content exists at all is a by-product of people soloing mobs in the past when they were waiting for groups. Instead of being a time waster, it's now turned into the main activity in MMO's which, to me, is completely the wrong way to take it.

    Point 2: Solo instances belong in single player games. Why cater to a crowd that shouldn't be in game in the first place?

    Point 3: A server for solo players is a completely pointless creation. Why not just make it an offline game at this point? Turn it into a single player game. What is the point of playing an MMO if you want no interaction with the rest of the player base? Why would the team spend money and floor space to have a server for a group of people that don't need a server? What are people actually hoping to achieve by being online and ignoring other players?

    As you can probably guess, I'm firmly in the group play over solo play. The more MMO's have become solo based, the less I've been playing them, where now I don't play any at all. I used to play The Secret World, which has the best questing in the genre, but I'd rather spend my time in their group instances, which were fantastic. I played them over and over.

    I'll never understand the way the genre has shifted to be more single player online game, to me it completely defeats the point of making an online game in the first place.

    Considering solo players represent a larger percentage of the player base than raiders do, it could be argued their complaints are more relevant.

    Multiplayer means many people playing the game at the same time, and in various ways. It doesn't mean many people lined up in queues, waiting for their chance to fulfil their life long dreams of becoming indentured servants for tyrannical guild masters.

    The fact that solo content exists is a by-product of developers providing the largest segment of their customer base with content they desire.

    Solo instances, or servers belong in any game where a significant percentage of the customer base wants it.

    Remember that companies build these games to make money, not to provide private play spaces for a minority of their subscribers.

     

     

  • ArtificeVenatusArtificeVenatus Member UncommonPosts: 1,236

     

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