The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
It seemed to have a really good UI for making/joining groups though.
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
I grouped and even got friend requests from those I grouped with although I didnt see the point in sending fried requests as it will be wiped before next test
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
So you only group if you're forced to because content was too hard or you had to complete an objective otherwise you never considered grouping let's say for fun. Seems that gamers indeed like @Jean-Luc_Picard says have to be forced.
Grouping is an activity in MMORPGs. One shouldn't be forced to do it. You do it to interact with other players and make friends and make it more enjoyable. Part of the fault that players don't group lies with the fact that people seem to need to have a reason to group otherwise they just solo. Games gears towards that to satisfy the player demands and then we go in a vicious cycle of solo games.
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
So you only group if you're forced to because content was too hard or you had to complete an objective otherwise you never considered grouping let's say for fun. Seems that gamers indeed like @Jean-Luc_Picard says have to be forced.
Grouping is an activity in MMORPGs. One shouldn't be forced to do it. You do it to interact with other players and make friends and make it more enjoyable. Part of the fault that players don't group lies with the fact that people seem to need to have a reason to group otherwise they just solo. Games gears towards that to satisfy the player demands and then we go in a vicious cycle of solo games.
You can have very different reasons for grouping. My comment was that the game lacks much content from 1-25 where grouping is encouraged. You don't need to force people to group, but give them a reason to maybe ?
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
So you only group if you're forced to because content was too hard or you had to complete an objective otherwise you never considered grouping let's say for fun. Seems that gamers indeed like @Jean-Luc_Picard says have to be forced.
Grouping is an activity in MMORPGs. One shouldn't be forced to do it. You do it to interact with other players and make friends and make it more enjoyable. Part of the fault that players don't group lies with the fact that people seem to need to have a reason to group otherwise they just solo. Games gears towards that to satisfy the player demands and then we go in a vicious cycle of solo games.
You can have very different reasons for grouping. My comment was that the game lacks much content from 1-25 where grouping is encouraged. You don't need to force people to group, but give them a reason to maybe ?
What about "being together to enjoy the story and content" ? Ah yes, not good enough for a reason, it doesn't deliver superior shinies at the end... my bad
Jesus... you guys are going to seriously argue about why group? It is both something you want to do if you like multiplayer games and something the game's design either encourages or doesn't.
Rift for example, encouraged it by design by having casual community events, Rifts, even as early as the tutorial. Many old school games had tasks in their tutorials that required grouping with someone. It was actually rare to not have it as one of the things in the tutorial checklist.
It is perfectly fine to criticize game design that doesn't encourage it especially these days when most so-called multiplayer games are built for solo play with grouping optional.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
So you only group if you're forced to because content was too hard or you had to complete an objective otherwise you never considered grouping let's say for fun. Seems that gamers indeed like @Jean-Luc_Picard says have to be forced.
Grouping is an activity in MMORPGs. One shouldn't be forced to do it. You do it to interact with other players and make friends and make it more enjoyable. Part of the fault that players don't group lies with the fact that people seem to need to have a reason to group otherwise they just solo. Games gears towards that to satisfy the player demands and then we go in a vicious cycle of solo games.
You can have very different reasons for grouping. My comment was that the game lacks much content from 1-25 where grouping is encouraged. You don't need to force people to group, but give them a reason to maybe ?
What about "being together to enjoy the story and content" ? Ah yes, not good enough for a reason, it doesn't deliver superior shinies at the end... my bad
Jesus... you guys are going to seriously argue about why group? It is both something you want to do if you like multiplayer games and something the game's design either encourages or doesn't.
Rift for example, encouraged it by design by having casual community events, Rifts, even as early as the tutorial.
This is actually a really interesting discussion. I suppose for some people just having a shared virtual world is enough to support socialisation and grouping. That definitely was not the case for me when I started playing mmos.
At first mmos struck me as just really boring games with terrible combat and AI. That changed when I discovered RvR in WAR. When I experienced large groups of players- actual people- organically coming together in a virtual world to participate in the battles, the attraction of mmos finally "clicked" for me.
Rift is the only mmo where I have felt a similar level of meaning to its virtual world in a pve environment, mainly due to its dynamic rift and invasion systems. The fact that the AI meaningfully encroached on the players gave life to the world and an organic reason to work together.
Long story short- I think asking how a virtual world could better incentivize people working together is a valid, and perhaps the key question for any mmo. Its relatively easy if the game is pvp-based (especially RvR-style pvp), but getting this done in an organic non-contrived way in a pve game is another story.
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
So you only group if you're forced to because content was too hard or you had to complete an objective otherwise you never considered grouping let's say for fun. Seems that gamers indeed like @Jean-Luc_Picard says have to be forced.
Grouping is an activity in MMORPGs. One shouldn't be forced to do it. You do it to interact with other players and make friends and make it more enjoyable. Part of the fault that players don't group lies with the fact that people seem to need to have a reason to group otherwise they just solo. Games gears towards that to satisfy the player demands and then we go in a vicious cycle of solo games.
You can have very different reasons for grouping. My comment was that the game lacks much content from 1-25 where grouping is encouraged. You don't need to force people to group, but give them a reason to maybe ?
What about "being together to enjoy the story and content" ? Ah yes, not good enough for a reason, it doesn't deliver superior shinies at the end... my bad
Jesus... you guys are going to seriously argue about why group? It is both something you want to do if you like multiplayer games and something the game's design either encourages or doesn't.
Rift for example, encouraged it by design by having casual community events, Rifts, even as early as the tutorial.
This is actually a really interesting discussion. I suppose for some people just having a shared virtual world is enough to support socialisation and grouping. That definitely was not the case for me when I started playing mmos.
At first mmos struck me as just really boring games with terrible combat and AI. That changed when I discovered RvR in WAR. When I experienced large groups of players- actual people- organically coming together in a virtual world to participate in the battles, the attraction of mmos finally "clicked" for me.
Rift is the only mmo where I have felt a similar level of meaning to its virtual world in a pve environment, mainly due to its dynamic rift and invasion systems. The fact that the AI meaningfully encroached on the players gave life to the world and an organic reason to work together.
Long story short- I think asking how a virtual world could better incentivize people working together is a valid, and perhaps the key question for any mmo. Its relatively easy if the game is pvp-based (especially RvR-style pvp), but getting this done in an organic non-contrived way in a pve game is another story.
Yeah. I was actually very disappointed when I learned that the premiere PvE event in New World, defending a fort against mob attacks, is limited to 50, instanced, with sign up sheets, infrequent (as in once a week if that,) and reserved for max level players.
I had envisioned and hoped for something more open world and organic like Rift had but that isn't what they have in mind here unless that gets rethought during this 9 month delay.
"Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”
― Umberto Eco
“Microtransactions? In a single player role-playing game? Are you nuts?” ― CD PROJEKT RED
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
So you only group if you're forced to because content was too hard or you had to complete an objective otherwise you never considered grouping let's say for fun. Seems that gamers indeed like @Jean-Luc_Picard says have to be forced.
Grouping is an activity in MMORPGs. One shouldn't be forced to do it. You do it to interact with other players and make friends and make it more enjoyable. Part of the fault that players don't group lies with the fact that people seem to need to have a reason to group otherwise they just solo. Games gears towards that to satisfy the player demands and then we go in a vicious cycle of solo games.
What I think all MMORPG's needs is a big gate when you go out of the starter zone that says "Abandon hope all ye who have not grouped!". Or just automatically put them into a group with other nearby loners as they go through. The best way to give players a reason to group is to make it too hard to solo. But then they just all complain it is too hard.
You soloed until about level 11-12 when the healer would have heal 2.So you got to learn your class for 11 levels,understand exactly what it feels like to be one on one so you also understand the tanks feeling. What you don't learn is hate control and if the game is SERIOUS about the challenge and grouping,hate control is very important.
After many years i decided that a game should cater to BOTH solo and grouping but simply give grouping a greater benefit.This means you have choice,grouping is faster safer "in true tanking"however solo is quite possible if you so desire.
I highly doubt this team knows much about designing a true grouping game,i VERY highly doubt it,so grouping would be more a case of simply having a group flag on but nothing more. A game that takes grouping seriously would be designed so that at some point only a Tank can truly take the damage,other classes would go down too quickly.Soloing would be done via a type of class that uses a pet system so that YOU are not the tank or you could be the tank and use the pet for dps.
I am 100% certain this team is not trying to create an in depth game of grouping and content,this was meant to be a pvp game that now is trying to add in a few new things for PVE .Their decision will be more like a Blizzard design,solo...solo...solo....raid=group sad sack type of design.
Never forget 3 mile Island and never trust a government official or company spokesman.
You can bet 99% your character will not have years of building /advancement,the PVE portion will end up exactly like Wow,running some sort of instances over and over and over. How long do i think the character building period will last,depends on time played but on average ,no more than 2 months tops,then you either pvp or play Wow 24/7. If this team is creating a design that gives pve players long term goals NOT relegated to instances "end game crap",i will fall out of my chair ...SHOCKED !!!.
I will bow down and PRAISE this team,but no worries it won't happen.
I mean in over 20 years of mmorpg's only one,yes ONE game designed long term character building,so you think THIS team will pull it off,not a chance in hell.
Never forget 3 mile Island and never trust a government official or company spokesman.
One of the main issues which where stated during alpha and are a reason for the push back is that the game has a honeymoon phase of around 60-80 hours. After this time A LOT of people started to complain or just stopped playing.
Many issues are not quite visible within a short test timeframe and those people need to understand that it is the best decision to postpone
I enjoyed the server test. I mean what other game could you actually go hunting for turkeys with a bow and arrow? I ended up with like 1000 feathers from all the hunting and it didn't take that long I enjoyed it and it was surprisingly not laggy at all for me.
There is always pluses and minus with any game and this one is no exception. So what? I went in with an open mind and was pleasantly surprised by what I saw. I did pre-order off of STEAM before it came out because I thought the idea of the game looked interesting.
I have alpha/beta tested many games, including WoW, GW1, GW2, Rift, TERA, etc. NW is different enough to pique my curiosity and interest.
The game is far from perfect but I did enjoy my time playing and that is all one can ask for.
Some people just need to be forced to group apparently, or they won't. Their loss.
Look, just like in real life not everyone you meet becomes an instant life long friend. Realising that do you make sure you never go out where you might meet people you do not know or refuse to shake someone's hand in case they think you are being "socially inmate". (Other thread reference there)
I enjoyed the server test. I mean what other game could you actually go hunting for turkeys with a bow and arrow? I ended up with like 1000 feathers from all the hunting and it didn't take that long I enjoyed it and it was surprisingly not laggy at all for me.
There is always pluses and minus with any game and this one is no exception. So what? I went in with an open mind and was pleasantly surprised by what I saw. I did pre-order off of STEAM before it came out because I thought the idea of the game looked interesting.
I have alpha/beta tested many games, including WoW, GW1, GW2, Rift, TERA, etc. NW is different enough to pique my curiosity and interest.
The game is far from perfect but I did enjoy my time playing and that is all one can ask for.
I agree with this.
- The setting is nice. Conquistadors instead of Knights and Elves, I like it. - The world is quite huge already and it's not finished. I spent hours at the end just running north until I found snow (yeah there is some !).
- The graphics are utterly nice (I was playing with everything maxed out in 1440p and it was smooth and lag free). - No lag at all for me, despite playing from Europe. - The animations are good too. - Combat is cool, as you I enjoyed the bow mechanics.
- Character "be what you want" no class development system is just great. - Crafting is good with the ability to improve your items. - All trading done only with other players is good. There's no NPC vendor. You use or recycle what you gather or loot, there's no trash loot. - Housing in the cities instead of instances is another positive.
The whole game feels a bit like the series "Frontier" or "Outlander", in the costumes, the hunting/crafting, the world design.
The game was fun but like most games now days it lacks the MMO part of MMORPG. Got to 25 didnt group once and was not given any reason to group unless i wanted to PVP.
So you only group if you're forced to because content was too hard or you had to complete an objective otherwise you never considered grouping let's say for fun. Seems that gamers indeed like @Jean-Luc_Picard says have to be forced.
Grouping is an activity in MMORPGs. One shouldn't be forced to do it. You do it to interact with other players and make friends and make it more enjoyable. Part of the fault that players don't group lies with the fact that people seem to need to have a reason to group otherwise they just solo. Games gears towards that to satisfy the player demands and then we go in a vicious cycle of solo games.
I played Neverwinter with my RL friends that I’ve gamed and grouped with for years and we ended up not grouping because it was absolutely pointless. There were no benefits to waiting for bathroom breaks, no reason to wait for them for backup or anything, Just plow through the simple content and level up endlessly without trying. After a few hours we were finally like, “well I guess there’s not reason to group up eh?” and moved on.
Grouping is done out of some kind of necessity. In EQ I only grouped when the content I wanted to run was too challenging to do solo and instead of waiting for my guild or friends to get online I would search for a group and there were others doing the same because the content “required” it.
Being social is completely different. It doesn’t even require people be in the same game if you have a guild or friends. Just voice coms these days.
However if a game “requires” grouping then you will potentially end up with friends that you otherwise wouldn’t have or finding more people for your guild or a guild to join. If you never need backup then there’s no incentive to give a shit about people.
- All trading done only with other players is good. There's no NPC vendor. You use or recycle what you gather or loot, there's no trash loot.
I can't wait to play more.
This is fantastic and kind of amazing imo, especially after playing the beta in Crowfall- a game that is meant to be an owpvp sandbox mmo with a player-driven economy, but sports npc vendor's that sell competitive gear and mob gear drops.
I find it ironic that it is the AAA studio that delivers this kind of more "niche" gameplay system while the Indie crowdfunded game lets its systems devolve back into a bog standard braindead mob-grinder.
I m not a fan of how NW has set up its pvp system (I didn't like the initial ffa owpvp system either), but at the least it looks like a fun new world to explore. Looking forward to playing more on the 25th!
One thing I forgot... they have an AMAZING night time cycle. The games actually looks better at night in my opinion.
The last MMO I remember people saying looked better at night was AoC, but I think that was more down to the early level gameplay at night. I think night has a chance to create a moody atmosphere akin to noir, but these days the whole of gaming seems to be going for a "colourful cartoon" look. So that's good to hear.
Comments
Grouping is an activity in MMORPGs. One shouldn't be forced to do it. You do it to interact with other players and make friends and make it more enjoyable. Part of the fault that players don't group lies with the fact that people seem to need to have a reason to group otherwise they just solo. Games gears towards that to satisfy the player demands and then we go in a vicious cycle of solo games.
You can have very different reasons for grouping. My comment was that the game lacks much content from 1-25 where grouping is encouraged. You don't need to force people to group, but give them a reason to maybe ?
Rift for example, encouraged it by design by having casual community events, Rifts, even as early as the tutorial. Many old school games had tasks in their tutorials that required grouping with someone. It was actually rare to not have it as one of the things in the tutorial checklist.
It is perfectly fine to criticize game design that doesn't encourage it especially these days when most so-called multiplayer games are built for solo play with grouping optional.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
At first mmos struck me as just really boring games with terrible combat and AI. That changed when I discovered RvR in WAR. When I experienced large groups of players- actual people- organically coming together in a virtual world to participate in the battles, the attraction of mmos finally "clicked" for me.
Rift is the only mmo where I have felt a similar level of meaning to its virtual world in a pve environment, mainly due to its dynamic rift and invasion systems. The fact that the AI meaningfully encroached on the players gave life to the world and an organic reason to work together.
Long story short- I think asking how a virtual world could better incentivize people working together is a valid, and perhaps the key question for any mmo. Its relatively easy if the game is pvp-based (especially RvR-style pvp), but getting this done in an organic non-contrived way in a pve game is another story.
I had envisioned and hoped for something more open world and organic like Rift had but that isn't what they have in mind here unless that gets rethought during this 9 month delay.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
You soloed until about level 11-12 when the healer would have heal 2.So you got to learn your class for 11 levels,understand exactly what it feels like to be one on one so you also understand the tanks feeling.
What you don't learn is hate control and if the game is SERIOUS about the challenge and grouping,hate control is very important.
After many years i decided that a game should cater to BOTH solo and grouping but simply give grouping a greater benefit.This means you have choice,grouping is faster safer "in true tanking"however solo is quite possible if you so desire.
I highly doubt this team knows much about designing a true grouping game,i VERY highly doubt it,so grouping would be more a case of simply having a group flag on but nothing more.
A game that takes grouping seriously would be designed so that at some point only a Tank can truly take the damage,other classes would go down too quickly.Soloing would be done via a type of class that uses a pet system so that YOU are not the tank or you could be the tank and use the pet for dps.
I am 100% certain this team is not trying to create an in depth game of grouping and content,this was meant to be a pvp game that now is trying to add in a few new things for PVE .Their decision will be more like a Blizzard design,solo...solo...solo....raid=group sad sack type of design.
Never forget 3 mile Island and never trust a government official or company spokesman.
How long do i think the character building period will last,depends on time played but on average ,no more than 2 months tops,then you either pvp or play Wow 24/7.
If this team is creating a design that gives pve players long term goals NOT relegated to instances "end game crap",i will fall out of my chair ...SHOCKED !!!.
I will bow down and PRAISE this team,but no worries it won't happen.
I mean in over 20 years of mmorpg's only one,yes ONE game designed long term character building,so you think THIS team will pull it off,not a chance in hell.
Never forget 3 mile Island and never trust a government official or company spokesman.
Many issues are not quite visible within a short test timeframe and those people need to understand that it is the best decision to postpone
1997 Meridian 59 'til 2019 ESO
Waiting for Camelot Unchained & Pantheon
There is always pluses and minus with any game and this one is no exception. So what? I went in with an open mind and was pleasantly surprised by what I saw. I did pre-order off of STEAM before it came out because I thought the idea of the game looked interesting.
I have alpha/beta tested many games, including WoW, GW1, GW2, Rift, TERA, etc. NW is different enough to pique my curiosity and interest.
The game is far from perfect but I did enjoy my time playing and that is all one can ask for.
Grouping is done out of some kind of necessity. In EQ I only grouped when the content I wanted to run was too challenging to do solo and instead of waiting for my guild or friends to get online I would search for a group and there were others doing the same because the content “required” it.
Being social is completely different. It doesn’t even require people be in the same game if you have a guild or friends. Just voice coms these days.
However if a game “requires” grouping then you will potentially end up with friends that you otherwise wouldn’t have or finding more people for your guild or a guild to join. If you never need backup then there’s no incentive to give a shit about people.
I find it ironic that it is the AAA studio that delivers this kind of more "niche" gameplay system while the Indie crowdfunded game lets its systems devolve back into a bog standard braindead mob-grinder.
I m not a fan of how NW has set up its pvp system (I didn't like the initial ffa owpvp system either), but at the least it looks like a fun new world to explore. Looking forward to playing more on the 25th!