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Potential problem and some drawbacks with hard content.
Vanguard would be a good example, with this game everything is assuming a persistently large population. I played Vanguard shortly after SOE took over and introduced the trial island. This was a time where the population was "Just ok ". I'm judging this by doing a player count using the social panel and seeing a large amount of players in central hubs and popular questing areas. Being "just ok" in population many zones had few players as you moved higher.......Problem is many quest were group quest and the population didn't support that.
Very little could be done in zones such as this if the populations were low.
I consider myself good at finding players using the social panel and constantly chatting with others, yet still in many cases I couldn't fill the requirements made to play.
I hate mega servers, this splits communities. Good well organized guilds would help solve this, but often their are too many Guilds and smaller guild players would miss out. GUILDS WOULD HAVE TO BE LARGE.
A big problem with mmos, especially with relying on a social community is Wayyyy to many Guilds. Everyone wants to be Guild Master, the head cheese. Small Guilds such as this cant support players at all levels. Think about it, how can you expect to have five players WILLING to group between levels 20-25 if Guilds are small ?
Make Guilds extremely hard to start. Or better yet, limit the amount of Guilds.
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But like all good things, there are drawbacks to this approach, particularly to socialization mechanics which I haven't seen many good solutions for yet. Anyone got some ideas?
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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I hope they can stay away from LFG tools across realms.
In Vanguard ( SOE version ) close to the end, players got together and joined one Guild. This worked out well, at least for new players. Players eventually realized they better be part of something bigger in such a community game.
I'm sure the serious vets had something for themselves too, something deeply organized.
Other than that players will just have to cope with the trade off. This game will likely require players to put in that extra effort to play with others. Plenty of games out there for those that stubbornly refuse to play with others.
That's a great point - if grouping doesn't occur given your statement, I'd argue it's either poor population numbers (either low server pop or too large of a world and not enough players to adequately fill the zones) or soloing is a viable alternative for progression.
I'm not a fan of automation though, but, maybe through the LFG UI there could be some visible alerts to who is seeking group in your level range etc. I always hated the /ninja invites without conversation in game.
This is true, everyone should be like minded others as long as the population supports it.
As I talked about it before long time ago, Dungeons and Dragons had something unique.
Everyone had a personal bulletin board built into their UI. Players can type what they are looking for so everyone can read........It was even nice if your new you can say "i'm new and willing to try something new" then state your intentions. You would be surprised how this stuff attracts attention.
It's like the LFG thing without the auto zone crap,
Please, PLEASE NO AUTO ANYTHING.
If the game is designed to limit grouping by level, by equipment quality, by what quests you can do, by what classes are required for group to work together, and by strict limit on group size, then there are never going to be enough people to find groups.
LFG tools aren't a solution. The game needs to be build from ground up so that people can be flexible about what group they join and still get the benefit they want.
I don't think Pantheon devs are able to build that kind of game. They have a great vision, but I think too large ego to see possible problems with their vision.
I am opposed to the idea characters being teleported to their group / dungeon as a general game mechanic. Teleporting makes even the largest game worlds seem small and inconsequential.
The only form of teleport I support is class based. For example, Magicians in EQ using Call of the Hero to pull party members from a dungeon entrance to the group. I would not be opposed to a Call of the Hero spell that could pull party members from much further, but the ability should be limited to a single class.
Similarly, I would support wizards and druids having long range teleports. It is a non-combat feature that adds depth and nice perks to specific classes.
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Honestly, there are a lot of people who probably want to make friends or at least join groups, but they are just not good at those type of interactions. LFG tools help compensate for that limitation, but it also makes the game feel more like an Excel spreadsheet and less like a virtual world.
If it were up to me, Inns would become the LFG area where players gather to form groups. Some type of feature (devised by folks more clever than I) would be added to Inns to make them best suited to that purpose. That seems more realistic to me too. Where did Frodo hook up with Aragorn? In an Inn. Where did Luke and Obi Wan find a ship and a pilot? In an Inn.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
One of the better features of GW2 was that you could be a member of more than 1 guild. Other games like STO and Neverwinter have excellent Guild Alliances with shared chat channel. Also the usage of custom global chat channels is quite common (and easy to create and join).
I do agree that zones/areas can feel empty once everyone has leveled his main and alts. So I would rather "pray" for intelligent zone design and dynamic events which lure max lvl players to these "leveling" zones.
While group automation mechanics present a unique problem unto itself, there is a larger problem behind grouping that many of us abhor, and that is the mentality of the current gamer generation that makes grouping the horrible experience that it has become. And while this larger problem can be somewhat mitigated by those with a large circle of friends or long time guild mates, the larger majority of MMO players do not fall into those categories.
This is the primary reason why solo game play has become the de facto primary mode of game play in current gen MMORPGs. Players simply prefer to do the solo thing in order to avoid having to deal with the asshat behavior that currently permeates throughout the MMO industry. When and/or if MMORPG developers ever get around to solving the rude, elitist, inconsiderate, selfish, and obnoxious human behavior that makes grouping the horrible experience that it has become, then we will be unto something. Until then grouping mechanics, be they automated or advanced via a social construct, will continue to be an unwelcome and unsavory experience, and therefore continue to be shunned by the larger MMORPG game playing demographic.
This, of course, not withstanding the fact that without an automated LFG grouping mechanic, very few of us have the time, or patience, to wait for what amounts to sometimes an eternity before even finding a group to finally begin playing the game in the first place.
Usually the most vocal pricks aren't even good either and you just start to get so sick of it all fast.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Personally, I feel things need to be individuals with a bonus to grouping. Most mmos lower your exp, loot, etc if you group with people so often times people will just solo or do their own things, making this game pretty un-appealing to the large solo-social groups that play mmos today. You kind of want to aim for things being accessible for everyone but making it more appealing to be in a group versus not since you'll receive bonuses by doing so. Of course the bot trains will be trying to abuse the system and this game will definitely have them since most games like this in the past did, but gotta keep trying for that middle ground. No game will ever be perfect but it doesn't mean devs should stop trying.
When people aren't playing against each other and must seek out others to succeed, it becomes a far more cordial and cooperative environment.
A group based game needs to be well thought out.
Most of the early and mid time mmos were not well thought out. Chain quest were an extremely bad idea, this shuts down any chance for others to join a group. Every developer ran with this bad idea !
The bad part of it all. Instead of making games more natural and organic to bring players together they went with AUTO EVERYTHING.
Bad ideas:
LFD, Auto travel, Dynamic events. Easiest solution of all ?........make the games solo.
Good ideas:
Much faster travel ( in game, nothing that brings you out ), Using the social panel ( encourage players to use it ). No chain quest ( ever ).
Why players spam open chat for hours is beyond me, No one reads rolling chat !
I was perfectly happy with the LFG tools in Everquest around the time of LDoN.
The only issues came from people, something no toolset is going to correct.
Any fool can criticize, condemn and complain and most fools do.
Benjamin Franklin
However you hit it on the nose for the type of content i detest ....RAIDING.
Catch 22,devs see raiding as a gimmick word that attracts a certain demographic.So we are likely to see such content even though down the road it will guarantee 100% alienate a LARGE portion of the player base.
I was around for all of SOE's journey and imo they NEVER learned much from their bad design mistakes.
It really comes down to the entire game design and why i so often rate so many games as crap.It is not as simple as create classes,create combat,there has to be a LOT of thought that goes into it.
A developer wants to learn from the best and tweak the problems, mistakes,then look at the way FFXI was designed.There is an awesome design there waiting to happen if a developer can think of the big picture and not simple formulas or simple ideas.
I in no way what so ever am saying FFXI is THE DESIGN,i am saying "look at it"in it's entirety and IMPROVE on it because imo it is the best design to start with,it just needs improvement.
To simply copy a linear questing game,is crap,i don't want any of that linear game play and to simply try and recreate another EQ1 or VG or EQ2 or WOW is not good enough either.
Never forget 3 mile Island and never trust a government official or company spokesman.
That is why you see all these crap games because devs are building them instantly from scratch without any pre thought or i mean VERY little thought.
If we don't see several months of pre-planning BEFORE a game is started,then that game will definitely not be worth our time.
Never forget 3 mile Island and never trust a government official or company spokesman.