with just about every new mmo coming out playing as basically single player game with the option to group up, it just got me thinking......what mmorpg that you have played was most team or group focused?
this would be a game where, in order to do just about anything, you need to be in a group or a guild. where most of the content required a team, be it either pvp or pve. please do elaborate as to why you think it was so. tks.
Comments
FFXIV is up there.
GW2 I would assume for the pvp modes
ESO (not quite sure, I assume the RVR) Haven't played it yet.
Other than that...meh. Doesn't seem to be much out there that requires a TON of teamwork.
The other reason would be you could just skip half the content if wanted.
The is the sad reality in every game,players don't want to play the game,they want the fastest route to end game or fastest route to end level.
Never forget 3 mile Island and never trust a government official or company spokesman.
When there's an ongoing cost associated with playing, making it hard to play outside of perfect conditions (people you wanna group with for more than one encounter, prime time play), just doesn't make much sense.
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
FFXI is quite soloable now, and what content isn't soloable, you can usually bring up to 5 "Trust" NPC helpers. They can tank, heal, dd.
Spec'ing properly is a gateway drug.
12 Million People have been meter spammed in heroics.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
By far the most group oriented MMO I've played.
I think most MMOs have some amount of teamwork, somewhere. They are just not designed this way anymore. Teamwork is now relegated to group/team PvP and end game raiding.
VG
This post is all my opinion, but I welcome debate on anything i have put, however, personal slander / name calling belongs in game where of course you're welcome to call me names im often found lounging about in EvE online.
Use this code for 21days trial in eve online https://secure.eveonline.com/trial/?invc=d385aff2-794a-44a4-96f1-3967ccf6d720&action=buddy
If you check my screenshot above, you'll see there were 3999 people in that one system. While battles that large are certainly rare, the largest to my knowledge was the Bloodbath of B-R5RB, which was around 7500 players.
I depends on your playstyle to a large degree, but I find myself in battles involving 100+ players on a fairly regular basis. There's a high degree of teamwork and coordination in even smaller scale stuff in Eve - my corp isn't going to go mining without at least one person boosting and one or two people watching the neighboring systems for hostiles. Might want to have a hauler or two, too...
Gaming since 1985; Online gaming since 1995; No End in Sight! My YouTube Channel: https://www.youtube.com/channel/UC8POVoJ8fdOseuJ4U1ZX-oA
EQ and FFXI made it difficult to solo and I don't believe ever intended for anyone to solo.
I played EQ more then FFXI so I can comment on that more.
I know that FFXI had lots of abilities that were aimed towards being executed with teammates at certain times. This could make things tricky if you didn't know what to do.
EQ had many different roles in a group. Tank, Healer, Crowd Control, Buffer, Direct Damage, Direct Damage AOE, Puller that I can think of off the top of my head. Much of a groups success depended on each person performing their role well. One person could bring down the whole group and it was costly. It didn't have the multi job and timed abilities of FFXI. It was closer to classic D&D. FFXI was closer to final fantasy style systems.
Both games had classes that could solo through various tactics, but early on no one knew what they were. The games didn't say this is a solo class and this is a group class. I believe they do now, but that wasn't the case for a long period of time. I know the Druid and Necromancer were great soloers using kiting and reverse kiting tactics. Druids seemed to dominate the game at launch with Damage over time, spirit of the wolf, and snares. Necros eventually overcame them with both those abilities plus fear and a pet. Shamans and other casters were decent at root/rot or root/nuke. Bards were OK, but they gave most people carpel tunnel. Beastlords were pretty good, but came in a later expansion. Shadow Knights had difficulty until higher levels when they got certain necromancer spells for kiting. I never made it very far in FFXI, but I know there are certain job combo's that could solo.
I would like to say EQ had the most tasks to perform in a group and required the most coordination, but it may be FFXI.
Some of what people called soloing, I refuse to acknowledge as anything more than stupidity. Like the things Avesta solo'd by playing damage-over-time spells on the enemy, dying, resurrecting, and re-applying DoTs... that was just stupidity. (Avesta also did many awesome kite solos and melee solo's, but reraise-poisoning is stupidity).
There was the ninja, Upbeat, that solo'd Cactrot Rapido basically by never getting hit, because Rapido had a TP move that could have one-shot him at any given second (10,000 damage against a 1,400 hp health pool).
In XI's golden days, you needed a team for practically everything even, in most cases, to gain exp at a respectable rate.
I wish one MMO would go back to that. One company give it a AAA try. If it doesn't work fine, whatever, I'll quest grind until I'm in my coffin, but if it does, it might bring back some trends that some players really seem to want.
Spec'ing properly is a gateway drug.
12 Million People have been meter spammed in heroics.