Right........I was reading a very interesting post here.
http://forums.mmorpg.com/discussion/442364/a-good-grouping-game-must-create-good-groups/p1 The OP makes very good points about why making a Group friendly MMO is not such an easier feature after all.
I strongly suggest you read that post to understand better what I am trying to achieve with this one.
I don't get MMOs that do not put grouping at the
core of their game, I really don't, after all we do play MMOs to play WITH people not
ALONGSIDE people.
I don't have anything against people that like more solo friendly MMOs, I believed everyone should have a game tailored to them.
So this post is not about Group MMOs vs Solo MMOs.
But unfortunately (for me) today, the Solo friendly MMOs far outnumber the Group friendly ones, and the few games that put more emphasis on Group don't do a great job at it.
So I play MMO to play with groups of people, that is my play-style, having said that I too get frustrated when I can't get a group to run a dungeon or complete a difficult quest.
So the challenges of finding a group doesn't affect only solo oriented players but particularly people who actually prefer to group.
If I can't group, I won't play, and that's a problem.
No wonder players do not like the so called "forced" group, sometimes finding a Group is a game in itself.
The solution though is not having a Dungeon Finder, because as everyone knows, it creates even more problems (people becomes disconnected with the game).
I believe that the biggest problem with the group system as we know it is the stiff Trinity Mechanics.
Don't
get me wrong, the Trinity is essential for me to enjoy group content (the essence of Role Play is playing a role),
but the design of this mechanics is as old as EQ (possibly D&D) and
never really evolved.
The problem is that in general DPS far outnumber Healers and Tanks, making it difficult to make groups.
In a way it is understandable, those
two roles are far more demanding than any DPS class, if you do a
mistake people will point fingers at you, and that's extra stress most
people do not want.
So how do you correct this problem?
There are few ways to do it:
1) You are what you wear
Basically
instead of having classes set in stone, based on traditional skill
advancement, your class is dictated by the equipment you are wearing.
A
good example is Warframe, it is not a MMORPG but if you play it (it is
free) you understand what I mean.
So
if a group is looking for a Healer to start and you are wearing your
Sorcerer outfit, you put the healer gear on and you can fill that
vacancy.
This is a bit immersion sensitive, but I believe the benefits far outnumber the cons.
2) Dual Specs Classes
Few games tried this approach but it was always half baked.
WoW for example offer dual Specs but ironically don't actually help the cause of group finding.
What
it does is to allow Tanks and Healers to be viable DPS, unfortunately
it doesn't allow the opposite which is DPS classes that can turn into
Healers or Tanks.
It doesn't have to be immersion breaker either.
A paladin for example can be both a Knight (Tank) or a Cleric (Healer)
A Necromancer can be both a Lich (Tank) or a Summoner (DPS)
A Sorcerer can be both a Wizard (DPS) or an Acolyte (Healer)
And so on.
3) Hire a Merc
I know what you are thinking, it has already been done.
But in my version you impersonate the Merc, so it is not the game that controls it but it is you.
Nobody in their right mind would trust an NPC Healing your group.
Only
one Merc character per group will be allowed and the effect would last
around 2 hours which should be enough to complete any content.
Other restrictions might apply to avoid turning the game into a PvE MOBA.
This
system needs a bit more thought than the other two I suggested but if
is well implemented and balanced it could be the best compromise.
Of course there are other reasons why people don't like Group focused MMOs, it could be the content, it could be the mechanics of the game, other people simply don't like to Group.
But I believe that if the industry doesn't address issues that concern players that actually like to group, group centric MMOs will progressivelly become more rare, which is a shame.
So what are your thoughts guys?
Do you think any of those suggestions might help making MMOs more group friendly?
Comments
Solution .. easy. Make it optional with LFD, and a chat channel, and solo content.
Those whose
- want to solo ... solo
- want to click a button into a PUG group, hit the LFD
- want to social .. go into chat channel and spent ages putting groups together.
Options are good. No one can force other to play in ways they do not like.
This way, there can't be a glut of unwanted DPS players, as there wouldn't be any pure DPS players. Actually, there probably would be some that wanted to be pure DPS and disregard their other role, but they'd be idiots, unwanted because they're dead weight in a group, not because of their class.
I don't think neither of you read my post until the end.
I don't have anything against people that like more solo friendly MMOs, I believed everyone should have a game tailored to them.
So this post is not about Group MMOs vs Solo MMOs."
You obviously are part of this category
Of course there are other reasons why people don't like Group focused MMOs, it could be the content, it could be the mechanics of the game, other people simply don't like to Group."
This post is obviously not meant to you, you can keep playing whatever games you are playing, I am not trying to change your minds.
As I said some people just don't like to group, and I respect that.
Though personally I don't get it.
Back in the day developers designed and made MMO's with the MM part in mind. Todays MMO's should be renamed to MASORPG or MASOG's. Massive Anti-Social Online Games. Good luck playing Everquest or DAoC or FF11 solo. I mean you could but you were going to struggle and you would never have anything but mediocre gear in those games without support from guilds or players. Gone are the days of adventure and socialization. Sure there are a few out there still. Eve Online really benefits and almost forces corp. or grouping to be safe as an example (though you are never really safe) but those games are far and few between.
I am not really sure when MMO gaming went down hill like it did. People will say it was due to that generation of gamers getting older and not having the time to devote 20 hours a day camping spawns, People will say WoW ruined it all with streamlined themepark on rails style gaming opening the genres to everyone from the 6 yr old xbox kids to the 90 yr old grannies, People will say developers stopped caring about making quality games in exchange for the quick dollar in their pockets.
Maybe it all of these or maybe it is none of them, but to answer your question, it will never be that way again and it is kinda sad.
I was inclined on that one as well, Dual Class is easy to implement and if the classes are designed right it shouldn't be immersion breaking.
As I said, if a Paladin can either be a Knight or a Cleric doesn't really break the Lore does it?
A Paladin is already a mix of both, but in this case he can chose to be one of the 2 and be more effective in his chosen role rather than be the Jack of all trades and good at none he usually is.
For the larger market, is a time with new games, and growth.
Devs still care ... they just don't care about your preferences.
But you are wrong....quality is not at all subjective.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
There are plenty of MMOs that have classes that are essentially every role all wrapped up into a single toon. Again, this hasn't changed the problem at hand... everyone still just wants to dps.
There are also plenty of MMOs employing the artificial toon as your side kick. Some have as many as 4 running around with you... you have your group and you can dps to your hearts content because the bots will tank and heal for you. This gets boring because it's obvious you can never fail under this scheme, so why even bother?
So in a nutshell, the *group* problem is a misdirect. It's easy to point the finger at not being able to find a group but in reality there are ample opportunities to group... too many in fact. All it has done has made everyone with they were on a server all by themselves so that they don't have to compete with others for rare spawns, achievements, et al.
"I don't play MMO's to play with people"
Uhh okay.
I'm proposing just the opposite. For a healer DPS class, don't give a player choices whether to be spec as a healer or as DPS. You can give a player plenty of choices of, do you want to be better at healing this way or that way. Or do you want to be better at DPS this way or that way. But never a choice of do you want to be better at healing or do you want to be better at DPS.
You could still have specialization points, but those points are earmarked for a healing tree or a DPS tree. You could still have gear with stats, but some gear slots are earmarked for damage stats and others for healing stats.
If you make it impossible for a player to focus on DPS to the exclusion of all else, and thereby crippling is other, "real" role, you won't have a glut of players who do exactly that for soloing purposes and are thus undesired in a group.
What you don't get is the the post wasn't aimed at you.
If you cared to read it, (probably) you will understand it is aimed at people that like to group, that's why I said "we".
This post is about how to make MMO more group friendly for people that already like to group.
Read the posts carefully before deciding to chip in.
I know it is a bit long and for people with not much patience is a bit of a struggle, but if its too much of a bother you should just ignore it and move on.
Reading just part of it and making assumptions doesn't give you solid basis for a intelligent discussion.
Share able contents is key of good group game.
If there's a problem it's in combat quality, as nobody has managed to surpass WOW's combat design and combat is actually what you're doing while grouping so it's a huge part of grouping being fun. Several MMORPGs have had fun enough combat design to be worth playing for a while, so it's not like WOW's the only game that's managed to have good grouping (otherwise we couldn't say the problem was solved.) But when you look at CoH, ESO, FFXIV, RIFT, and a few others, they were all good fun to group in and there wasn't any "problem" to grouping.
Admittedly a few MMORPGs slip up now and then too (SWTOR's awful group-conversations) but for the most part the failure tends to be lousy combat rather than grouping itself.
"What is truly revealing is his implication that believing something to be true is the same as it being true. [continue]" -John Oliver
Speak for yourself, I play MMO's (or did) to play Alongside others to create an immersive game play setting that single player RPG's can not deliver.
I got started in this genre way back in 1999 with Asheron's Call, the first MMO that prioritized being able to play the game in a solo way. If I want to group, and I assure you that I do, I want to do so with players I know, trust and have a bond with, I.E. friends. Being forced to group to level like in DAoC was the primary reason I lasted only 2 years there, whereas I played games like AC and WoW with large solo opportunities for 14+ years.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
In fact if you care to read the whole post you understand that the post is not about Solo vs Group play.
It is trying to address the problems of Group focused MMOs that managed to alienate even people who like to group like myself, because of their archaic design.
I say to you what I said to the other 2 distracted readers, read everything before posting.
If you can't be bothered to read what people has to say, you shouldn't really comment.
I bet you just stopped at this sentence and decide to fire off your fingers without reading anything else:
Am I right?
Even graphics ..art is subjective.
Otherwise, i will view any game with excess walking, down-time, waiting for boats, without LFD feature .. as low quality. I am sure you do not agree. So now that becomes preferences.
Please refer to my thread, "Reinventing the Trinity Game Play" Here: http://forums.mmorpg.com/discussion/442172/reinventing-the-trinity-gameplay/p1
But if course this response will get swiped under the rug because no one wants to hear a viable solution that makes sense.
You are describing GW2 unless I missed something.
In GW2 you have classes that can heal and other that can tank better, but they are watered down version of the Trinity.
In the end players end up in a zerg fest, it is way more convenient.
You could also have encounters or dungeons that would need a group or raid to complete. I'm sure there are other ways to create incentives to group. And I agree with the OP when he stated that he understands people like to solo but there are many games out there that are focused on allowing players to solo but there needs to be some games that focus on players who like to group.