Zehn - Vhex said:
And I agree that the game needs to evolve into a grouping atmosphere. I said several pages ago that they should start small though. Taking WoW as an example, RFC/SFK/WC/etc...should have been 2~3 mannable. Just make it larger groups of non-elites with the bosses just having 3x a normal mobs hp or something. Whatever, you get the idea..
Wall of Text incoming.
Pretty much agree with most of the points in this post -- though I"ve got nothing against adding say one or two sub-endgame full-group dungeon (with superior rewards). -- though you kinda imply that with the SM mention earlier. Majority sub-endgame dungeons should be small-group.
That being said - after a good thirty or thirty-five seconds of thought I"ve decided that the approach of solo, small group, group, raid -- is sorta, kinda wrong.
While it"s fine to focus on designing content that is primarily solo, sm. group, group, etc; I think developers also need to focus on designing content that is progressable in appropriate time slices.
What ultimately killed WoW for me was hanging around at max level with no way to advance absent raiding (serious time commitment w/ lockouts) or faction grinding (serious time commitment and nothing particularly interesting to get for 90% of factions), VG was similiar (but took a lot longer because there were more interesting things to grind for).
Now I"ve got nothing against raiding or faction grinding but those can"t be the only ways to advance. Things that need to change:
1. Instances/travel/raids. Instances can be a significantly bigger time investment than camping (stop laughing). Look I can park my char near someone I want to camp - login occasionally to see if there"s an opening in the group that"s camping and if there is hop on for an hour or three. Better yet I can email a couple of buddies that I want to camp named_Y on Saturday -- we can all park our chars near the guy and on Sat we can spend an hour or three camping. No fucking around getting to the guy -- and no fucking around through umpteen trash mobs and bosses we don"t give a crap about. (actually its more complicated than this -- realisticly you"d inviz to the boss & etc. but whatever)
With instances you almost generally have to run the whole instance and if something happens and someone LDs, wifeaggros the healer you"re grouping with, whatever, and you have to leave the instance you"ll have to run the whole fricking thing again. Screw that. I"m fine with making the player run a full (3? 4? hours) instance one-time, but after that it should take no longer than one hour from entry of any instance to any particular boss -- I don"t care how this is done: portals inside the instance that activate once you"re passed them once. Keys that you get that allow you to bypass content -- whatever (again a better solution would be class-based means to avoid content such as inviz -- but whatever).
Same thing for travel, for raid zones, for whatever. I don"t care how cool travel is the first time or the raid zone is the first time. It all gets old fast. I"m fine requiring someone to walk their way to a new zone the first time or fight through two hours of trash the first time to a raid boss -- but making people spend time traveling or fighting two or three hours of trash over and over again is ridiculous. Travel between zones you"ve visited should be instantaneous and you should never ever have to fight through more than an hour of trash.
2. AAs. Every MMO should release with something akin to AAs. I don"t care how actually implemented -- EQ style AAs or something else (e.g. LOTRO"s traits are sorta kinda a form of AA). If I"m max level and I want to go out and grind some mobs - I should get something other than a .001% chance at some world drop or something. Faction grinding isn"t a good substitute for AAs because (a) what happens if I"m already at max faction -- nothing and (b) if there are no faction rewards, or if the faction rewards aren"t particularly great -- I don"t get any feeling of accomplishment. The thing about AA"s is that allow anyone to feel like they"re improving their character even if they"re just logged in for an hour a day during the week -- moreover properly designed (see Zehn"s comments on xp) - you can grind AA"s solo or in a group. So AAs are a solution to both the be able to progress in appropriate time slice problem and the make content for solo/group/etc problem. Nice side benefit - faction grinding is slightly less grindy when you"re also getting say 1 or 2 AA every hour.
3. Generally. For the record I"m not saying all advancement must happen in 1-hour time slices. My basic point is that we"ll never go back to EQ where folks were on 12-hours a day -- hell people were "on" all night they"d just sleep with their computer on and char logged in and wait for a call in the middle of the night. Just that when designing there should be clear stopping points every 1-3 hours. If you"re making a new raid zone - make sure that there"s a place/portal/whatever 3 hours in (assuming a reasonable progression) from the entrance where a semi-casual guild would naturally stop for the night -- 3 hours beyond that there"s another place/portal/whatever where a more hardcore guild could stop.
4. Generally II. Nor am I saying that all content should require a minimal time-investment. I do think that time invested should = return. A member of a hardcore raiding guild who puts in 6 hours a day 5 days a week should have lots of uber loot and the raiding AAs to show for it. But by providing progressable content appropriate to different types of play (casual, semi-causal and hardcore) I think you can make most folks happy (though you can"t ever make everyone happy). I qualify as semi-casual these days - so I don"t care that hardcore players have better loot or stronger chars than I do, all I want is to be able to see clear, specific advancement in my character with the time I invest in advancing him.