Is probably the same problem we have always had with mmos...
mmo's are becoming increasingly solo centric, to the point that other players just create an obstacle. mmo's need to start taking on some of the popular characteristics of solo games.
In short, if mmos are going to survive and thrive they need to get rid of other players.
Please share your thoughts...
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The other part is that some jerk changed the experience awards for open world quests so you actually level faster by running through quick soloquest then doing dungeons and other group content.
Group content need to become more fun and since it is generally harder the rewards need to be better then just running fast open world quests by yourself. Carrot is better then the stick in this case.
Need to see more mechanics which will encourage and better facilitate players getting together.
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Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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That means once they finally reach the endgame they have little clue about how grouping actually works and more then a few either roll a new character or change game after they gotten themselves killed in a dungeon a few times since they don't know how to do it.
And there usually is little soloing in the endgame.
So grouping needs both to become more fun and the games need to encourage players to group early on but they shouldn't force the players. People tend to mainly play the most efficient way to level up even when it isn't the most fun, so just making things more fun ain't enough.
And I think we need to have the usually better dungeon gear last longer before you reach max level, few people bother getting good gear nowadays before maxing out. Even new games tend to have 80 levels with a really short time on each level, cut that down to 40 with the same time to max out and it will be more worth getting acceptable gear, particularly if they increase the difficulty of bosses somewhat so having good gear makes things easier.
My issue is too many DB studios not enough Blizzard quality developers, or close to it.
The indie scene and poor developmental choices are over saturating the genre.
I believe Steam is making it harder for anybody and their momma to put a game on Steam with Steam Direct? I know a fee is associated with it.
Almost every MMO today focuses on leveling, questing, raiding, pvp and gear, its like a hamster wheel.
This is wrong with MMOs, not the players, not group or solo centric, its the limitation IMO.
I just want an decent MMO with a huge virtual world to explore, with the freedom to do whatever i want, with the possibility to achieve things on my own or with friends if i want to.
- Albert Einstein
This is just my opinion though, something I am always hoping to see in a OW MMO.
In my mind the "problem'" with modern MMO´s are the vintage players....
Stagnation is generally death for any game genre (even EA´s Fifa and Madden games evolve over time) but the problem is that for some reason MMO players tend to cling to the past way more. Maybe it is because the shift was way more sudden and.. to be fair... more drastic.
Most modern MMO´s outstrip their older counterparts in pretty much every area including gameplay and accessibility. In fact the only parts that have diminished are the ones that players made clear they do not care about (players in this case refers to a broad statistical mass... not any one specific individual or group) such as lore and fluff.
It is also not helped by the idea that some of the tools that liberate players are shackling them. Such as a LFD tool... Anyone who have hugged a waystone in WoW or sat around in a questhub shouting for groups should understand the advantage of being able to be out and about in the world while looking for a group... But alas.. No.
Anyway... TL:DR
Vintage players are the root of the problem.
This have been a good conversation
If a person dislikes a game because certain aspects are lacking the problem is with the game. If a person dislikes a genre because it changed to something you personally dislike its a personal issue and not a game issue.
I can't find joy in the current mmorpg climate but instead of only complaining how bad things are I look at other genres to find my joy while waiting for something that I can enjoy.
The problem is the misguided players of today that think that everything today is just great and you need LFD/LFR tools in every game, and content that is /follow easy, and players who think everything should be soloed. These players keep thinking that EVERYTHING is better since old MMORPGs required time and social skills.
OH YEAH, social skills were needed for older MMO's . 'AYUP, I am a TANK, LFG. IAM A HEAL, LFG. I am a pew pew, LFG.' OH yeah, that is really social. *sarcasm off*
EQ was the outlier. Most early MMORPG games had soloing be a real viable leveling path.
Legion? Where they replaced solo garrisons with class garrisons where other players do nothing but clutter up the space by the work order/quest NPCs, and spam chat?
Where open world = endlessly running the same quests day in and day out for months if not a year or more? That's fine, though, because at least you're doing it "out in the world!
That lasted about 5 weeks with me, then I quit again. Will not go back, ever.
You sound deluded. This genre is pretty much a joke these days, the seems like the next great innovation is going back to 1999... Rich.
This is the way the Gold Farmers operate. This is the way the Top Tier Raiding Guilds operate. They both level their people as quickly as possible and then Farm the End Game Content. Do you know what they call players who solo level? Gold Farmers call them customers. Top Tier Raiding Guilds call them, those not doing End Game Content.
Even if your group is inefficient and everyone takes time to harvest resources, then we can cut the XP / Hr in half and still make 1,500 XP / Hr or twice the solo xp. My numbers don't take into account that groups quickly move on to high content, and again boost their XP / Hr by killing higher level mobs and doing higher level quest. By the time a solo player is doing 200 Xp quest the group has outpaced them and is now doing 400 XP quests.
As a ready made group they are prepared for Dungeons. They run Dungeons repeatedly, equipping each member with Best In Slot at each level. And again boosting their XP by doing several Dungeon runs. They often take less damage and require less money for upkeep and repair. They earn gold faster, this is why Gold Farmers do groups. And they spend less gold than solo players.
Developer and Information News Websites need to better educate players about the benefits of grouping and group content. During Beta testing and reading FAQs of under development games I always read "is this MMORPG soloable?" I always felt the correct answer was, Yes, but it will be slow and grindy as you work to out level your quest. As a solo player you will have to grind weak mobs to stay 5 levels above the quest you are doing. So at level 15, you will be doing level 10 quests. This means as a solo player you will be making close to half the Xp I calculated a solo player making per hour.
The reason we have seen a downfall in MMOs is because developers haven't been focusing on grouping.
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
For me endgame never meant raiding, doing the same dungeons or raids every day / week, farming the best gear and then wait for new content, which makes the old gear and content meaningless.
- Albert Einstein
Boy: Why can't I talk to Him?
Mom: We don't talk to Priests.
As if it could exist, without being payed for.
F2P means you get what you paid for. Pay nothing, get nothing.
Even telemarketers wouldn't think that.
It costs money to play. Therefore P2W.
..because we're gamers, damn it!! - William Massachusetts (Log Horizon)
For every minute you are angry , you lose 60 seconds of happiness."-Emerson