Quaid
Trump's Staff
- 11,782
- 8,267
You mean like a random cave with a big, bad boss at the back with no quest or story attached in a small hidden area, that dropped a nice blue sword for killing him in one of the early zones<after he stomped me twice, and I brought back a few friends>? The game has those, and other non quest/story things, and I didn't make it that far in really. The game focuses on exploring and you can run in a direction and do a variety of things, that have all been mentioned before..But thats beside the point. Im not even talking about grinding here. Im not a game developer. But there has to be something different than solo questing and lolstory.
WOW with dungeons (or actual mobs at different points of it's life), Rift with Mobs (at least it used to be). Does event farming count in GW2? AOC had it. Aion had it. LOTRO had it. Wildstar beta has it.Which ones? Even the most grindy Korean games have all went to Quests over grind. The zones/dungeons are designed around quest completion, not grinding. I am not even saying that one way is right or wrong, but I don't think you are right that grinding mobs with multiple people (or even one person) is net, net more efficient. I can't think of a single game where it is, in fact.
Yeah I played FFXIV, and in no way was this moire efficient than Fate grinding. At least not at release.FFXIV had a grinding mechanic in it. It gave you a exp bonus when you string kills together.
Were not taking about efficiency here are we? If every game made it the most efficient way to gain exp, everybody would be doing it, right? Thats why everyone is mindlessly running from point A to point B mashing the E button because its the most efficient.Yeah I played FFXIV, and in no way was this moire efficient than Fate grinding. At least not at release.
Except, you know, for the incentive thing? Did you miss the part where doing quests shower you with XP and loot, and not doing quests... does not.So, don't quest? Form up a group, find a group of mobs, and go to town?
No, it isn't. Games, MMOs, hell the internet in general has never had more options to "connect" with other people. The difference is, interdependency isn't aforcedmechanic anymore. This hasn't resulted inlesssocialization in MMOs. It has resulted inlazypeople being unable to socialize in MMOs, because the game isn't forcing others to talk/group with them anymore. Hell, look at how lively your typical zone chat is in MMOs nowadays. Now, compare that to EQ. But, I'm betting your one of the countless players who turns it off, because you can'tstandlistening to people talking while trying to play the game, right? Guess what, that same inane drivel was present in EQ, but because your nostalgia clouds your memory, you think that EC was some amazing social experience.Its about getting people to play together in an mmo
There's plenty of incentive to group. I can't think of a single game where grouping is not only more efficient, but it rewards you with better loot. The issue for you and others with this mindset is, you want the disparity in rewards between grouping and soloing to be so large, that grouping then becomes theonlyoption.Except, you know, for the incentive thing? Did you miss the part where doing quests shower you with XP and loot, and not doing quests... does not.
If the game tells you, clearly and unambiguously: QUEST OR BUST, then you quest. And if you quest, a-la-WoW then you solo.
If you want a game that favor groups, while leaving you the capacity to solo, then put in the proper incentives and mechanisms and people will group (like, you know, when they do dungeons?). Put in the other incentives, and people will solo. People, in their vast majority, will do what the game tells them to do. No more, and no less.
This is untrue.You're way off base. I haven't played an MMO in years where the level up/questing content was tuned for more than one player. If content is tuned for solo completion, attempting it in a group actually slows you down rather than rewarding you.
Care to elaborate? Cuz it's certainly been my experience.This is untrue.
Glad to hear it, we (Death Alliance from Stormbluff in GW2) will be looking to see what campaign you guys choose and hopefully we are playing separate factions. We will be playing Daggerfall Covenant.Yup. There is glory to be had in Cyrodiil and we shall claim it.
http://www.prx-guild.com/forum/m/161...scrolls/page/1
Gross. Glad I went the EQ -> EQOA -> WoW route. I didn't start EQ2 until Echoes of Faydwer, and I quite enjoyed it.Everquest 2 opened with a billion quests and (mostly) forced grouping. Including barriers to progression that required multi-step group quests. It was a fucking nightmare.
Imagine if you will: Class specific quests that require a group. And I'm pretty sure credit wasn't shared.Gross. Glad I went the EQ -> EQOA -> WoW route. I didn't start EQ2 until Echoes of Faydwer, and I quite enjoyed it.
wtf were they thinking with that shit?Imagine if you will:Class specific quests that require a group.And I'm pretty sure credit wasn't shared.
They were thinking what EQ/EQ2 devs were always thinking at the time: Fuck You.wtf were they thinking with that shit?
SWTOR with it's social rewards comes to mind. It's better and far more rewarding to group in that game. It's something that game does very well.I haven't played an MMO in years where the level up/questing content was tuned for more than one player. If content is tuned for solo completion, attempting it in a group actually slows you down rather than rewarding you.