It is only FFXI,the type of game play i like in my mmorpg. BDO is solo,i have not yet seen a single group ever,not once.The auto spawns out of thin air are lame.You might as well call those instances because that is exactly what they are. Not only is FFXI open world grouping,other outside players can influence your groups party,they can heal you if wanted. 99% of the games in the mmorpg genre are FAKE mmorpg's,yes that includes you WOW.
Never forget 3 mile Island and never trust a government official or company spokesman.
It is only FFXI,the type of game play i like in my mmorpg. BDO is solo,i have not yet seen a single group ever,not once.The auto spawns out of thin air are lame.You might as well call those instances because that is exactly what they are. Not only is FFXI open world grouping,other outside players can influence your groups party,they can heal you if wanted. 99% of the games in the mmorpg genre are FAKE mmorpg's,yes that includes you WOW.
Black desert online doesn't really have that much group oriented work, most of the things you can do alone, maybe besides the GvG but even there it's rarely group play, more a lot of people on the same side with no need to coop too much.
There's not really any mmo out there that suits your description.. I was gonna say Planetside 2, but it doesn't really force interaction.
I would however keep my eye on Chronicles of Elyria, as I know it's very group oriented. Go look into it, I won't say too much as I feel like it's always better if people find out the features themselves. But it is going to be open world, and the way you're going to interact with other players is going to be very interesting.
It is only FFXI,the type of game play i like in my mmorpg. BDO is solo,i have not yet seen a single group ever,not once.The auto spawns out of thin air are lame.You might as well call those instances because that is exactly what they are. Not only is FFXI open world grouping,other outside players can influence your groups party,they can heal you if wanted. 99% of the games in the mmorpg genre are FAKE mmorpg's,yes that includes you WOW.
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
It is only FFXI,the type of game play i like in my mmorpg. BDO is solo,i have not yet seen a single group ever,not once.The auto spawns out of thin air are lame.You might as well call those instances because that is exactly what they are. Not only is FFXI open world grouping,other outside players can influence your groups party,they can heal you if wanted. 99% of the games in the mmorpg genre are FAKE mmorpg's,yes that includes you WOW.
A guild PVP game with no groups..right...
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
It is only FFXI,the type of game play i like in my mmorpg. BDO is solo,i have not yet seen a single group ever,not once.The auto spawns out of thin air are lame.You might as well call those instances because that is exactly what they are. Not only is FFXI open world grouping,other outside players can influence your groups party,they can heal you if wanted. 99% of the games in the mmorpg genre are FAKE mmorpg's,yes that includes you WOW.
Except for the people grouping all over the place in BDO, the chat full of people forming groups in BDO.
I'm actually amazed. For years devs have been cutting XP gains for grouping in games, and players have been saying they shouldn't do that.
Pearl Abyss gives you an XP increase for grouping and damned if the players weren't right. People will actually form groups to farm mobs if you give them more XP for doing it! Who'da thunk it!
By the responses in this thread, I'm going to assume most play games solo, never attempting group play (like the guy who said you don't need groups for Guild vs guild PVP) lmao, what PVP guild works that way?
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
It is only FFXI,the type of game play i like in my mmorpg. BDO is solo,i have not yet seen a single group ever,not once.The auto spawns out of thin air are lame.You might as well call those instances because that is exactly what they are. Not only is FFXI open world grouping,other outside players can influence your groups party,they can heal you if wanted. 99% of the games in the mmorpg genre are FAKE mmorpg's,yes that includes you WOW.
Except for the people grouping all over the place in BDO, the chat full of people forming groups in BDO.
Exactly,
I see people in chat LFG all the time and groups asking for 1 or 2 more for certain areas.
Groups take out the challenge completely, for me, anyway. Where's the excitement if a mob of people can just rampage through a dungeon so fast it might as well have a revolving front door. Good luck to those who want to follow the herd though - just give me the freedom to do my own thing.
PvP is the excitement - PvE is only exciting like once - when you are first learning the encounter, all the raiding I've done including EQ1 - hard at first, once figured out - it's 100% formulaic and on farm mode within days. The hardest part is getting people to show up on time.
but PvP is always exciting to me.
Except in EQ the encounters took a LOT longer to learn because it wasn't on rails. The mechanics were all pretty new and there were no Add-Ons like DBM and GTFO to hold your hand.
These days you can go in normal content and beat half of it within a day. Back in the day it took guilds weeks to work through a raid zone, unless they beta tested it for SoE (in which case it's still taking them just as long, they just started before everyone else).
This also kept the challenge in the content longer, as well.
I don't find PvP exciting, though.
The idea that you beat it once and it's on farm mode and 100% formulaic is completely misleading, and almost makes you sound like you never raided high end content in EQ that wasn't a couple of expansions old (i.e. trivial due to overbearing).
No, because such a game is biased to dedicated players and set parties almost by default. It makes pugging harder and it can be punishing to casual players.
Also, no one likes gameplay littered with pauses to strategize content like that. People don't want to feel like they're raiding whenever they want to just go kill some mobs in a zone to look for a drop they want, or something.
This is why games have partitioned this off mostly to Dungeon (Heroics, Mythics, whatever other games call them) and Raids. The Open World is still useful or other things. Quests, Gathering Professions, Commerce Hubs, Some Open World Raids and Rares, etc.
That's what is wrong with the industry. They have segregated everything to instances. I hate instances...... bring back the strategy and the challenge!
Instances have nothing to do with challenge and strategy.
It it does have a lot to do with allowing many players to utilize the same content simultaneously.
How i.e. challenging or strategies isolating in a queue for a spot in a dungeon because it's over amped and there are no other rooms for other parties in there?
The issue with players like you is that you blindly jump on any bandwagon that seems fashionable. What you're talking about has nothing to do with whether content is or is not instances, but you act as if it does simply because it's fashionable to hate instances and t guarantees a couple of Agree reactions here.
They do have some degree of impact on challenge and strategy. In older MMOs mobs were not labeled or sectioned off. There was no way to know how difficult a mob was without attacking it first.
Then there is the strategy of competing with or working with others in a world where things are finite. There isn't an instance for everyone to get their own copy of x item.
You're lying. There was the consider system in EQ, for example. It allowed you to know the relative difficulty of the MOB as well as whether or not it was agro or passive.
This was even color coded so people could see. This is where the concept of grey/blue/green/white/yellow/red MOB comes from. This is where the concept of agro/passive comes from.
Games like EQ had this built into them. The only difference is that as the genre matured, this was integrated into the targeting window so you didn't have to tap a /con macro every time you targeted a MOB. You just targeted it and the game basically did it automatically for you.
There's not strategy in competing with others. It led to to many issues. This worked well on an EQ server with only a couple hundred people split across every time zone in a certain level range. It does not work well in more popular games with higher player populations where the populations are spread across a narrower range.
This is why EQ itself had to introduce instancing. Once the game gold older and players started to congregate at end game levels, the lack of instancing became a huge issue as too many players were forced to do nothing and hope that a group would leave or not.
It also allows i.e. a European Guild to completely monopolize things like raid bosses by killing them in while NA players are asleep and having them spawn in prime time for their time zone.
I mean, did you play EQ back in the day and actually see the massive issues that came with NOT having instanced content?
Why do you think even world bosses in WoW like Kazzak respawn like 5 minutes after they're killed so other people can get their kill for the week, for example?
MMORPGs are not built for your personal sensibilities. You can go play another game and I'm not sure the company would miss your $15 in isolation, to be frank. There were entire guilds that quit EQ because of the issues that came with Open World content, but you probably were a bluebie and completely unaware of it back then, if you even played the game at all.
The game is designed to be fun, not make you feel exclusive because you happened to get rare_item01 weeks before someone else. Drop rates can always be tweaked in instanced to prevent the over dropping of a great item. People standing around saying "can I reserve a spot?" and slot themselves in behind 10 other people (who could otherwise likely form two more parties) because of an over camped spawn is extremely unfunny.
Lost Dungeons of Norrath was one of the most well-received content updates to EverQuest, and it was a fully instanced expansion. All of it. It was also the first one that came with its own currency system which allowed casual players to get focus effects that were previously limited to 1 or 2 raid drops in older expansions.
Largely because people were tired of wasting so much time in group queues. Lack of instancing works in small games with weak server populations. It's a massive issue on populated servers and can drive players away from your game easily.
I agree with DMKano about ArcheAge. Just have be in a guild. Also, you need to know that after paid transfers, most of the servers are very quiet now except Kyrios and Morpheus (spelling?). If you want a quiet server then you will be able to get land. There is still stuff going on on Ollo, but much quieter than before, so it depends on what you want to do. Also, it's quite easy to spend a lot of money in the cash shop, though if you are ready to grind out thousands of gold through farming or whatever people do that I don't know about, I don't think you absolutely must spend real money...but it seems to me to be definitely pay or grind hard. I've been playing on Ollo for the past couple of weeks, so that's where I'm getting my impressions from.
Also, as Mardukk says, DFUW should be like that. But I've been reading the forums because I was thinking about playing a bit, but it seems like there aren't many active players left. Some of the core players of the past are waiting on the two other original Darkfall projects. So the already small community will be split between three different games.
Both games are really pvp focused and not casual friendly.
Except many mobs in EQ were underconned. They would con a certain level but they were way way way harder. So the color code code not be taken as gospel. 2 I can remember off the top of my head: dvinn and the dark elf in west commonlands (whatever it's name was) really underconned.
Just because you don't like it doesn't mean it is bad.
Comments
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Black Desert Online.
More like Lineage 3 than Lineage Eternal will be.
It's made for grouping up to farm mobs and taking on world bosses, and then there's the GvG stuff for castle and territory control.
It feels like a modern version of Lineage 2, I wasn't expecting that, and I can't complain. I loved classic L2.
Been playing BD since 1st day of headstart.
Level 25 Valk on Edan.
BDO is solo,i have not yet seen a single group ever,not once.The auto spawns out of thin air are lame.You might as well call those instances because that is exactly what they are.
Not only is FFXI open world grouping,other outside players can influence your groups party,they can heal you if wanted.
99% of the games in the mmorpg genre are FAKE mmorpg's,yes that includes you WOW.
Never forget 3 mile Island and never trust a government official or company spokesman.
So you are playing Black Desert?
There's not really any mmo out there that suits your description.. I was gonna say Planetside 2, but it doesn't really force interaction.
I would however keep my eye on Chronicles of Elyria, as I know it's very group oriented. Go look into it, I won't say too much as I feel like it's always better if people find out the features themselves.
But it is going to be open world, and the way you're going to interact with other players is going to be very interesting.
I tried. Can't say I disagree with him.
26 Valk on Uno
Good deal.
If someone can't interfere with your PVE you are playing 1/2 a world.
"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
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Except for the people grouping all over the place in BDO, the chat full of people forming groups in BDO.
I'm actually amazed. For years devs have been cutting XP gains for grouping in games, and players have been saying they shouldn't do that.
Pearl Abyss gives you an XP increase for grouping and damned if the players weren't right. People will actually form groups to farm mobs if you give them more XP for doing it! Who'da thunk it!
For every minute you are angry , you lose 60 seconds of happiness."-Emerson
Exactly,
I see people in chat LFG all the time and groups asking for 1 or 2 more for certain areas.
These days you can go in normal content and beat half of it within a day. Back in the day it took guilds weeks to work through a raid zone, unless they beta tested it for SoE (in which case it's still taking them just as long, they just started before everyone else).
This also kept the challenge in the content longer, as well.
I don't find PvP exciting, though.
The idea that you beat it once and it's on farm mode and 100% formulaic is completely misleading, and almost makes you sound like you never raided high end content in EQ that wasn't a couple of expansions old (i.e. trivial due to overbearing).
You're lying. There was the consider system in EQ, for example. It allowed you to know the relative difficulty of the MOB as well as whether or not it was agro or passive.
This was even color coded so people could see. This is where the concept of grey/blue/green/white/yellow/red MOB comes from. This is where the concept of agro/passive comes from.
Games like EQ had this built into them. The only difference is that as the genre matured, this was integrated into the targeting window so you didn't have to tap a /con macro every time you targeted a MOB. You just targeted it and the game basically did it automatically for you.
There's not strategy in competing with others. It led to to many issues. This worked well on an EQ server with only a couple hundred people split across every time zone in a certain level range. It does not work well in more popular games with higher player populations where the populations are spread across a narrower range.
This is why EQ itself had to introduce instancing. Once the game gold older and players started to congregate at end game levels, the lack of instancing became a huge issue as too many players were forced to do nothing and hope that a group would leave or not.
It also allows i.e. a European Guild to completely monopolize things like raid bosses by killing them in while NA players are asleep and having them spawn in prime time for their time zone.
I mean, did you play EQ back in the day and actually see the massive issues that came with NOT having instanced content?
Why do you think even world bosses in WoW like Kazzak respawn like 5 minutes after they're killed so other people can get their kill for the week, for example?
MMORPGs are not built for your personal sensibilities. You can go play another game and I'm not sure the company would miss your $15 in isolation, to be frank. There were entire guilds that quit EQ because of the issues that came with Open World content, but you probably were a bluebie and completely unaware of it back then, if you even played the game at all.
The game is designed to be fun, not make you feel exclusive because you happened to get rare_item01 weeks before someone else. Drop rates can always be tweaked in instanced to prevent the over dropping of a great item. People standing around saying "can I reserve a spot?" and slot themselves in behind 10 other people (who could otherwise likely form two more parties) because of an over camped spawn is extremely unfunny.
Lost Dungeons of Norrath was one of the most well-received content updates to EverQuest, and it was a fully instanced expansion. All of it. It was also the first one that came with its own currency system which allowed casual players to get focus effects that were previously limited to 1 or 2 raid drops in older expansions.
Largely because people were tired of wasting so much time in group queues. Lack of instancing works in small games with weak server populations. It's a massive issue on populated servers and can drive players away from your game easily.
Also, as Mardukk says, DFUW should be like that. But I've been reading the forums because I was thinking about playing a bit, but it seems like there aren't many active players left. Some of the core players of the past are waiting on the two other original Darkfall projects. So the already small community will be split between three different games.
Both games are really pvp focused and not casual friendly.