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The problem with modern mmo's

BeefFandangoBeefFandango Member UncommonPosts: 31
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... 
«13

Comments

  • Loke666Loke666 Member EpicPosts: 21,441
    Yeah, but I think the reason why they have become so solo centric at least partly is because the group dynamics ain't as good as they should be.

    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.
  • KyleranKyleran Member LegendaryPosts: 43,975
    edited February 2017
    If they did as the OP suggests, (and many already have), you create "minimally" multiplayer online games which defeats the purpose.

    Need to see more mechanics which will encourage and better facilitate players getting together.

    "True friends stab you in the front." | Oscar Wilde 

    "I need to finish" - Christian Wolff: The Accountant

    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






  • BeefFandangoBeefFandango Member UncommonPosts: 31
    Kyleran said:
    If they did as the OP suggests, (and many already have), you create "minimally" multiplayer online games which defeats the purpose.

    Need to see more mechanics which will encourage and better facilitate players getting together.
    oh, come on
  • Loke666Loke666 Member EpicPosts: 21,441
    This thread earns the

    stamp, because it was never done before ;)

    Modern games evolved for the better. They got rid of forced grouping, which was a stupid mechanic, and introduced encouraged grouping through dungeons and open world bosses that give the best rewards of the game.

    Having to spam a chat channel for 30 minutes before even being able to play has never been fun.
    Dungeons and open world bosses only start giving out good rewards after you leveled up nowadays though. Before endgame it is way faster to just run open world quests and few players do much else. 

    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.
  • DabOnThemDabOnThem Member UncommonPosts: 141
    You may be right OP

    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.


  • flguy147flguy147 Member UncommonPosts: 507
    The toxic online community of punks and jerks is why i very seldom group anymore.  I log on to video games to relax after working my ass off and the last thing i want to do is play with some jerk.  I LOVE to group but to me its not worth it much anymore due to how bad the player community has become in MMOs.  
  • DaikuruDaikuru Member RarePosts: 797
    edited February 2017
    Its not about group or solo centric, its about freedom, an MMO should offer a huge virtual world where you can do whatever you want and progress in which way you ever want, solo or not.

    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.
    Post edited by Daikuru on
    Insanity: doing the same thing over and over again and expecting different results.

    - Albert Einstein


  • JakkssJakkss Member UncommonPosts: 34
    I think the current idea of "linear" quests, story quests, leveling, classes, endgame and dungeon exploration should all be scrapped and be recreated with a universal concept to help all players. Where endgame doesn't exist because it isn't about your level, it's about player skill, stats, your gear (and what it's made of) and overall general experience. Where story quests don't force you to be a hero, but instead you enter a world as a freelancer/adventurer, with your choice to help NPCs/Players or not. Where classes don't lock you to a specific gender/race/weapon type but instead allow players to build their own style of class. Dungeons shouldn't be just made for leveling, or a story, but instead for players to explore the corridors and hidden rooms, find the lore around them and have it become harder the farther in you go. This way, you could be a solo player if you wanted, or you can work as a team, and what would limit you is your ability. (Example: you could defeat a boss if you had the right skill, stats and weapon, or ask a player to assist you. Even get into a guild, or a party. Make up your own team, have someone to rely on.)

    This is just my opinion though, something I am always hoping to see in a OW MMO.
  • tawesstawess Member EpicPosts: 4,227
    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... 

    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

  • ShaighShaigh Member EpicPosts: 2,150
    edited February 2017
    tawess said:
    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... 

    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. 
    If players don't like a game the problem is with the game not the players.
    It depends on the reason why they don't like the game.

    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.
    Iselin: And the next person who says "but it's a business, they need to make money" can just go fuck yourself.
  • danwest58danwest58 Member RarePosts: 2,012
    Not every game should make everyone happy and it is impossible to do so.  Add to that Yes MMORPGs are broken, if you dont like grouping with people you dont belong playing them.  I dont care if that pisses you off or not, the social aspect of MMORPGs is WHAT built the entire genera.  Not WOW with LFD/LFR and easy feed content.  During Vanilla WOW they didnt have to market the game because the game was so good, it required people to group to accomplish certain content and you didnt have automated grouping tools.  It was people like myself that brought friends and new people to the game because the game was good.  

    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.  
  • botrytisbotrytis Member RarePosts: 3,363
    danwest58 said:
    Not every game should make everyone happy and it is impossible to do so.  Add to that Yes MMORPGs are broken, if you dont like grouping with people you dont belong playing them.  I dont care if that pisses you off or not, the social aspect of MMORPGs is WHAT built the entire genera.  Not WOW with LFD/LFR and easy feed content.  During Vanilla WOW they didnt have to market the game because the game was so good, it required people to group to accomplish certain content and you didnt have automated grouping tools.  It was people like myself that brought friends and new people to the game because the game was good.  

    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*


  • VengeSunsoarVengeSunsoar Member EpicPosts: 6,601
    edited February 2017
    Totally disagree. The variety of activities and sheer length of the games is what built the genre.

    EQ was the outlier. Most early MMORPG games had soloing be a real viable leveling path.
    Just because you don't like it doesn't mean it is bad.
  • danwest58danwest58 Member RarePosts: 2,012
    botrytis said:
    danwest58 said:
    Not every game should make everyone happy and it is impossible to do so.  Add to that Yes MMORPGs are broken, if you dont like grouping with people you dont belong playing them.  I dont care if that pisses you off or not, the social aspect of MMORPGs is WHAT built the entire genera.  Not WOW with LFD/LFR and easy feed content.  During Vanilla WOW they didnt have to market the game because the game was so good, it required people to group to accomplish certain content and you didnt have automated grouping tools.  It was people like myself that brought friends and new people to the game because the game was good.  

    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*
    Sounds like you never played any other game than WOW.  Did you ever have to take on a player run base that wound only go vulnerable on a random day and time and need to organize 18 guilds to help take out the Imp Base?  What about making sure the players going have the best weapons (rocket launchers for my Commando Team) and Armor?  O wait you wouldnt know that you just think in WOW terms of dungeons because thats all you know.  
  • DarkswormDarksworm Member RarePosts: 1,081
    Aori said:
    However the price of that convenience has been the death of the open world.
    Just concerning WoW, even though they fucked up big time in the previous expansion with the "garrison" that indeed killed the open world, Blizzard redeemed themself in Legion. The world is more alive than it ever was.

    And you have games like Black Desert which use innovative concepts to keep the world and all the cities alive with housing and crafting facilities using actual buildings in cities instead of some player build shack in the middle of nowhere or some instanced crap.

    I don't agree the open world is dead. It was dead for a while, but companies like Blizzard, Pearl Abyss and ArenaNET brought it back.

    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.
  • Dagon13Dagon13 Member UncommonPosts: 566
    I can't wait until we start debating over The Witcher 4 being an MMO because it has online elements and a massive number of people are playing it.
  • KonfessKonfess Member RarePosts: 1,667
    I know everyone hates my walls of text, but here is another.  This time supporting group game play as the best way to level.

    Q = 100Xp
    RT = 2 min
    Mob Xp = 10 * 1,5 * 10Xp
    MobTime = 10 * 1,5 * 1 min + 10 * 1,5 * 0,2 min

    Solo
    60 min = RT * X + MobTime * X = (RT + MobTime) * X
    X = 60 min / (RT + MobTime) = 60 min / (2 min + 10 * 1,5 * 1 min + 10 * 1,5 * 0,2 min) = 
    X = 60 min / (2 min + 10 * 1,5 * 1 min + 10 * 1,5 * 0,2 min) = 60 min / (2 min + 15 min + 3 min) = 
    X = 60 min / (2 min + 15 min + 3 min) = 60 min / (20 min) = 3 Quests per hour

    Xp / Hr = Q * X + Mob Xp * X = (Q + Mob Xp) * X = (100Xp + 10 * 1,5 * 10Xp) * 3 = 
    Xp / Hr = (100Xp + 150Xp) * 3 = (250Xp) * 3 = 750XP / Hr

    Group N = 4
    60 min = RT * X / N + MobTime * X / N = (RT + MobTime) * X / N
    X = 60 min * N / (RT + MobTime) = 240 min / (2 min + 10 * 1,5 * 1 min + 10 * 1,5 * 0,2 min) = 
    X = 240 min / (2 min + 15 min + 3 min) = 240 min / (20 min) = 12 Quests per hour = X * N Quests per hour

    Xp / Hr = Q * X * N + Mob Xp * X * N = (Q + Mob Xp) * X * N = (100Xp + 10 * 1,5 * 10Xp) * 3 * 4 = 
    Xp / Hr = (100Xp + 150Xp) * 3 * 4 = (250Xp) * 3 * 4 = 3.000XP / Hr

    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.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    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.

  • TheocritusTheocritus Member LegendaryPosts: 9,976
    Lets face it the gamer of 2017 is different from the gamer of 2000....They want it solo, easy, and instant
  • DaikuruDaikuru Member RarePosts: 797
    edited February 2017
    I dont mind if i need longer then others to achieve something, as long as i can do it my way. And i dont mind grouping to achieve something sometimes, but i dont like it to be forced to.

    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.
    Insanity: doing the same thing over and over again and expecting different results.

    - Albert Einstein


  • KonfessKonfess Member RarePosts: 1,667
    Daikuru said:
    I dont mind if i need longer then others to achieve something, as long as i can do it my way. And i dont mind grouping to achieve something sometimes, but i dont like it to be forced to.

    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.
    That's my point, oiginally MMOs never, or rarely, excluded the solo player.  But developers have bent and subverted the multiplayer experience more to the solo experience, and to the detriment of us all.  This is why so many feel dissatisfied by newer MMOs.

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    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.

  • HarikenHariken Member EpicPosts: 2,680
    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... 
    I used to play ESO. I just quit because 75% of the player base are aholes. This is the biggest problem of modern mmo's. I went back to EQ2 and i'm having a blast because the player base is older and are loyal and helpful to each other. The older mmo's that are still up have a more mature player base and they always seem to want to help anyone new to the game. I go out of my way to find mmo's with smaller older players now. And old school mmo's cover this nicely. Forget the flashy newer mmo's.
  • esc-joconnoresc-joconnor Member RarePosts: 1,097
    edited February 2017
    Lets face it the gamer of 2017 is different from the gamer of 2000....They want it solo, easy, and instant
    Says what data? Explain the popularity of Minecraft, Dark Souls, Fallout 4, the Witcher 3, all survival games.
  • TyranusPrimeTyranusPrime Member UncommonPosts: 306
    In short, if mmos are going to survive and thrive they need to get rid of other players. 
    Sorry to say, but this statement is ludicrous.. MMOs without other players are no longer MMOs.. Removing the multiplayer aspects in favor of solo gameplay is NOT the way to ensure MMO survival.. Finding the perfect balance between solo and group play (to appeal to both subsets) is necessary.. Forcing either playstyle is tantamount to game suicide..

    ..because we're gamers, damn it!! - William Massachusetts (Log Horizon)

  • DistopiaDistopia Member EpicPosts: 21,183
    edited February 2017
    Aori said:
    Well... I dunno about that. Forced grouping still exists, it is just more convenient. However the price of that convenience has been the death of the open world.

    Current open world bosses are just zerg fests in any MMO, no grouping required. That isn't particularly fun either. 

    I'm starting to think a better setup for MMO's these days would be fields inside of a zone. Fields would have a player cap to prevent overcrowding but be dense enough to feel alive, think sub zones. I would love to see field bosses randomly occur and require coordinated play in these fields.

    As much as I love open world, developers don't usually do anything with it and when they do it always invites zerg mentality. 
    Aside from BG's in DAOC, WAR and SWTOR, I never use those functions.. I honestly can't think of a time I've ever used queues for PVE play, I've never been in an automated pug for a dungeon as an example. I've grouped in plenty of dungeons of course, but it is always a matter of joining a group first then deciding on doing a run. How you experience these games is entirely up to you as the player. You're only missing the "world" and other players if you're rushing past it all. 

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • krgwynnekrgwynne Member UncommonPosts: 119
    The main reason new mmos are struggling is if you game does not have up to date visuals or at least good visuals,action non targeted combat is nearly a must or you will loose all the people that have tried games with it as old style combat is boring compared, huge world good AI, depending on the game good mechanics max lvl progression that is fun to do. but one of the biggest thing they need to have is a meaningful reason to work as a guild. wow destroyed there guilds but making pug groups to easy i hope no future games follow this trend as it just lets people act like arseholes  with no reason to play as a team. The mmo market has not had a decent western mmo released in a long time so of course the market it suffering there is a few potentially decent ones coming but none from a big company. Realistically look at the current good games and if you game is not better across the board don't bother releasing it as why would people go to your new game when there is already better to play.
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