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What happened to 6-player Groups ?

ArchlyteArchlyte Member RarePosts: 1,405
edited November 2016 in The Pub at MMORPG.COM
I used to enjoy getting together with 4 friends and one of the wives for harder content in MMORPGs. Nowadays that many players has to be grouped in a raid party, and you won't find any dungeons that will let you in ... only raids which will likely be a quick and nasty death. 

I guess developers found it too hard to create challenges for 1, 2, 3, 4, 5, & 6 players in the original group format, so they started hacking body parts off of the original group body. In some games 3 is now the group size, making it so that if it's a trinity game you almost have to have a Tank/Healer/DPS combo or it's game over. 

I remember when playing in groups was a big enough thing that I would get into groups with (Amazingly) people I didn't know. Some challenges could not be toppled by a duo or solo. When I could not do something solo I didn't quit the game, didn't rant on general chat, I looked for others who were doing the same thing and asked if they wanted to team up. Some would say no, some would join but be stupid. But even in those occasions I rarely had to go and just do something else. If  had to do something else guess what, there was actually other things to do.

The people who complained about groups must have had sympathetic ears among developers, ever looking to put out more and more anemic games. The group size fell, which made the in-game culture change to a more exclusive club of people able to fill small groups with one or two friends and therefore not needing anyone else. The solo player was really rewarded by this because in most games you can exceed the power threshold, and solo with the power of 2 other characters. A 6-man challenge prevented that, but a 3 man group can be soloed with a little time in grind. 

The first wrong move in my opinion was the ban on 6-man groups. Do you miss the 6-man group?
 
MMORPG players are often like Hobbits: They don't like Adventures
Post edited by Archlyte on
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Comments

  • centkincentkin Member RarePosts: 1,527
    Actually I liked how Asheron's Call handled groups.  6-7 was optimal from an exp standpoint, but you could add an 8th or 9th member for a small exp penalty.  This allowed you to pre-accept replacements into groups.


  • flizzerflizzer Member RarePosts: 2,455
    Yesterday I spent about 3 hours playing content in a 6 man group in LOTRO.  There are 3,6, 12, and 24 man group content that is run often.  I had left for a period of time and returned and the game is busy.  Initially I figured it would be hard finding groups but no problem at all.  Having a blast. 
  • WizardryWizardry Member LegendaryPosts: 19,332
    centkin said:
    Actually I liked how Asheron's Call handled groups.  6-7 was optimal from an exp standpoint, but you could add an 8th or 9th member for a small exp penalty.  This allowed you to pre-accept replacements into groups.


    FFXi and a few others did the same,all you had to do is form an Alliance.if the challenge was tough enough,then your reward was fair.
    I agree though devs have swayed against grouping and turned to soloing.Not a problem IF yoru game is a single player game,but these same devs are proclaiming themselves a MMO with a login screen.

    The real truth behind these login screens has been to allow devs to create ongoing cash flow via cash shops and FORCING players to have had bought all the content,all the expansions before allowed to play any NEW content.Furthermore it means devs just move forward towards sales and no longer give a crap about that MMO world gimmick we all bought into.
    Speaking of which...WHERE?Where is the living world we reside in these MMO's?We see players and a bunch of static structures and npc's.Even when NPC's are given a script or two they still do nothing else in the world.
    Point being that before we needed to look at any player base structure,these developers needed to FIX their games and complete them as MMO worlds instead of just looking for ways to make more money from less effort.

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  • waynejr2waynejr2 Member EpicPosts: 7,771
    Wizardry said:
    centkin said:
    Actually I liked how Asheron's Call handled groups.  6-7 was optimal from an exp standpoint, but you could add an 8th or 9th member for a small exp penalty.  This allowed you to pre-accept replacements into groups.


    FFXi and a few others did the same,all you had to do is form an Alliance.if the challenge was tough enough,then your reward was fair.
    I agree though devs have swayed against grouping and turned to soloing.Not a problem IF yoru game is a single player game,but these same devs are proclaiming themselves a MMO with a login screen.

    The real truth behind these login screens has been to allow devs to create ongoing cash flow via cash shops and FORCING players to have had bought all the content,all the expansions before allowed to play any NEW content.Furthermore it means devs just move forward towards sales and no longer give a crap about that MMO world gimmick we all bought into.
    Speaking of which...WHERE?Where is the living world we reside in these MMO's?We see players and a bunch of static structures and npc's.Even when NPC's are given a script or two they still do nothing else in the world.
    Point being that before we needed to look at any player base structure,these developers needed to FIX their games and complete them as MMO worlds instead of just looking for ways to make more money from less effort.
    MMO world gimmick?  It is the reason I came in the first place.
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  • ArchlyteArchlyte Member RarePosts: 1,405
    I wish that a bit more design could be purposed into making the game fun for groups of different sizes. Optimal would be a system that adapted a to a group of nearly any size, but I would settle for something that could handle up to 8 man groups. 

    MMORPG players are often like Hobbits: They don't like Adventures
  • jmcdermottukjmcdermottuk Member RarePosts: 1,571
    WoW Killed Them! Along with any other thing in a MASSIVELY multiplayer game that takes more than 25 people.
  • BarbieBoyBarbieBoy Member UncommonPosts: 85
    Last game I played consisting of 18 players in order to start the dungeon was dekaron but that was years ago and you really need to ask someone for help coz it's one of the most important quest if I'm not mistaken it's for first trans-up quest. But now in MU Origin, party dungeon can be done by one person only. I find organizing a huge raid party to be more challenging since everyone has their part be it tank, healers or DPS dealer. Hoping to see more of that kind of game.
  • KyleranKyleran Member LegendaryPosts: 44,057
    DAOC was designed around 8 mans so as one of my first MMOs I thought this was the industry standard. 

    Quite surprised to see games move to smaller sizes rather than larger. But then class diversity went way down so perhaps no so surprising after all.

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  • AlbatroesAlbatroes Member LegendaryPosts: 7,671
    I tend to not like anything below 5 man normally. FFXIV tries to create an arbitrary level of difficulty by splitting the 3rd dps between the tank and healer, resulting in 4 man groups for lower end stuff and 8 man for raids....they also dont have content scaling for the number of players in the raid you enter with, but FFXI does....weird.
  • ArchlyteArchlyte Member RarePosts: 1,405
    I was surprised the first time I saw 5 mans standard, then three and four became standard and I felt like the industry was leaving MMORPG play behind in favor of something else. Can big groups be a pain, yes. Not sure killing them was the answer.

    MMORPG players are often like Hobbits: They don't like Adventures
  • rojoArcueidrojoArcueid Member EpicPosts: 10,722
    edited November 2016
    WoW Killed Them! Along with any other thing in a MASSIVELY multiplayer game that takes more than 25 people.
    If WoW really killed them then they must have been very inept that they couldn't do their own thing and got killed trying to chase that WoW money. If a game dies trying to be WoW, it deserved its death IMO.




  • TheocritusTheocritus Member LegendaryPosts: 10,014
    Shocking we should have grouping in multiplayer games!
  • cameltosiscameltosis Member LegendaryPosts: 3,847
    6 player groups is definitely my favourite size (LotRO and WAR). 

    It is enough people to ensure that conversation flows, so it is a nice social experience. It is easy enough to lead a 6man group - larger and you start getting issues with bio breaks, people making mistakes etc. A big thing is also that the group composition is less reliant on rare classes. In LotRO, you needed 1 tank, 1 healer, then 4 others, so 33% of the group were "rare". 

    When I dropped down to 4man groups in SW:TOR, it sucked. Main difficulty was finding tank and healer - 50% of the group had to be "rare". It also meant less variety in classes - it was always tank, healer, 2dps, so tactics in group content were always dull. It was also less social, especially in pugs. If you got 1 or 2 quiet / silent people it really killed the group and you'd be in for a boring run. 

    I've not played any games with 5man groups, so not sure how well they'd work. I'm assuming a balance between 4 and 6 man so doesn't sound too bad, but if you always need a tank and healer then not quite as easy to put together groups. 
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  • Loke666Loke666 Member EpicPosts: 21,441
    I think Wow started 5 man groups, EQ and EQ2 both have 6. I believe the reason for it was that Wow cut down several of the roles EQ had and just focused on tank, healer and DPS. With 6 players you had an additional slot you could fill with a support class (like a buffer) or a more specific CC class then the tanks AoE taunts.

    With just the 3 the last position wont really add anything gameplay wise, just more of something you really had so they cut it out. And Wow became the standard way to do things since.

    At least that is my theory.
  • KyleranKyleran Member LegendaryPosts: 44,057
    6 player groups is definitely my favourite size (LotRO and WAR). 

    It is enough people to ensure that conversation flows, so it is a nice social experience. It is easy enough to lead a 6man group - larger and you start getting issues with bio breaks, people making mistakes etc. A big thing is also that the group composition is less reliant on rare classes. In LotRO, you needed 1 tank, 1 healer, then 4 others, so 33% of the group were "rare". 

    When I dropped down to 4man groups in SW:TOR, it sucked. Main difficulty was finding tank and healer - 50% of the group had to be "rare". It also meant less variety in classes - it was always tank, healer, 2dps, so tactics in group content were always dull. It was also less social, especially in pugs. If you got 1 or 2 quiet / silent people it really killed the group and you'd be in for a boring run. 

    I've not played any games with 5man groups, so not sure how well they'd work. I'm assuming a balance between 4 and 6 man so doesn't sound too bad, but if you always need a tank and healer then not quite as easy to put together groups. 
    You've nailed it. Grouping was very easy in DAOC because with 8 man groups, you needed half as many people to play the "rare" classes, though due to more specialization this included crowd contollers for sure and if PVPing you needed a speeder.

    Still, this left 4 open slots for a variety of hybrid classes to serve as off tanks, secondary healers, buff/debuff and if feeling generous, a primary DPS.

    In fact, the only classes I struggled in getting groups for were steathers, which included rogue and archer types because they brought little utility to the group.

    Still, while leveling up most groups would take one of these along out of realm courtesy, and the fact they had already or would be leveling one of their own so it behooved them to help others.

    As each expansion added new classes to play, even 8 mans seemed too small, players started clamoring for 10 man group size which I'm told Mythic considered but then TOA happened and the diaspora began.


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  • KonfessKonfess Member RarePosts: 1,667
    @Archlyte wrote, "The solo player was really rewarded by this because in most games you can exceed the power threshold, and solo with the power of 2 other characters."

    Does this sound like a Healer or a Mage?  No, this is a Killer (Bartle Player Type) or DPS type.  These are the problem players and classes for all MMOs.  These are the players that don't want to group or be encumbered by groups.  And this has lead to solo content and the dumbing down of MMOs.  We do realize there are still MMOs that support large group content.  But their number is falling, and that is the issue being discussed.  The Demise of Group Content.

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  • zanfirezanfire Member UncommonPosts: 970
    Its because games have simplified the groups down to just the trinity in it's most basic form....probably because it takes far less effort to balance (which i find dull and lazy btw). With games like WoW doing things like cross server party matching it enforced just doing the easy trinity. Secondly is the push for most things to be easier for single player crap so grouping became secondary and smaller groups took main stage.  

     I personally despise it and really miss group focused games (because its called an MMO) and when we had other roles like CC, buffer/debuffers and mixed jobs that could fill multiple roles. For me going from the depth, heavy grouping and variety of roles FFXI had to the very dumbed down FFXIV i pretty much lost most of my interest in the genre and me and my friends have yet to find a newer solid group focused game that isnt full of linear gear level grinds and 80% solo content. I'm praying to RNGesus that Pantheon or saga of lucimia turn out to well and the fact they are indie games don't hurt them too much.
  • jmcdermottukjmcdermottuk Member RarePosts: 1,571
    WoW Killed Them! Along with any other thing in a MASSIVELY multiplayer game that takes more than 25 people.
    If WoW really killed them then they must have been very inept that they couldn't do their own thing and got killed trying to chase that WoW money. If a game dies trying to be WoW, it deserved its death IMO.
    That's my point. Prior to WoW groups were 6-8 players. EQ raids were as many as you wanted to take. DAoC RvR was all hands on deck.

    WoW came along and made 5 man groups and 40 man raids, lowering that to 25 later, and then everyone copied them in an attempt to reproduce WoW's numbers. The only time WoW was truely Massively Multiplayer was world PvP when you'd get a big fight at the Crossroads or Tarren Mill.

    In many ways WoW changed the MMO genre for the better but it also did a lot of damage indirectly due to it's success. That and the fact that it's been dumbed down repeatedly with each expac and here we are with a genre that's a shadow of it's former self.
  • FollowthislogicFollowthislogic Member UncommonPosts: 28
    I think Pantheon will be going with 6 man groups tank, healer , cc, debuffer, dps and buffer mix
  • cameltosiscameltosis Member LegendaryPosts: 3,847
    WoW Killed Them! Along with any other thing in a MASSIVELY multiplayer game that takes more than 25 people.
    If WoW really killed them then they must have been very inept that they couldn't do their own thing and got killed trying to chase that WoW money. If a game dies trying to be WoW, it deserved its death IMO.
    That's my point. Prior to WoW groups were 6-8 players. EQ raids were as many as you wanted to take. DAoC RvR was all hands on deck.

    WoW came along and made 5 man groups and 40 man raids, lowering that to 25 later, and then everyone copied them in an attempt to reproduce WoW's numbers. The only time WoW was truely Massively Multiplayer was world PvP when you'd get a big fight at the Crossroads or Tarren Mill.

    In many ways WoW changed the MMO genre for the better but it also did a lot of damage indirectly due to it's success. That and the fact that it's been dumbed down repeatedly with each expac and here we are with a genre that's a shadow of it's former self.
    Well, it's a balancing act. 

    The more players you need, the harder it is to organise so you have all the headaches that arise from that. So, it's easy to understand why raid size reduced over time. As a raid leader myself, I was certainly easier organising 8 man raids in SW:TOR than it was organising 24man raids in LotRO. 

    At the other end of the scale, the smaller the group, the more important each individual member becomes and thus if a single player is crap, your run is doomed. Much harder to carry someone in a 4man dungeon. If the game is trinity based too, the smaller the group size the higher the percentage of rare classes you need. Assuming you must have 1 tank and 1 healer, a 4 man group means 50% of the population needs to be rare, a 5 man group means 40% of the population needs to be rare and a 6 man group means 33% needs to be rare. 


    The sweet spot, imo, is 6-8man. 

    6 man groups in LotRO were absolutely great and were my favourite experience. Enough people to be social, could usually carry 1 person through if needed, but still easy enough to lead from a social point of view. Same with 8man raids in SW:TOR, very social and easy to lead (though, being a raid you needed 2 tanks and 2 healers so pug raids were non-existent). 

    By the time I reached 12 man raids in LotRO, or 16man in SW:TOR or 24man in LotRO, the social side of it started to become a problem. You can't have 12 people all taking part in the same conversation so it would either become chaotic with multiple simultaneous conversations, or a bit anti-social as some members were forced to be quiet and just listen to whatever was being talked about. 
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  • TsiyaTsiya Member UncommonPosts: 280
    Agreed, 6 is the best. I think what maybe happened is for a successful dungeon group CC was important. I ran a Pac/Mend healer in DAoC who only had her autoattack for damage, she was cc and backup heals. So 1 tank, 1 healer, 3 DPS and 1 support. Modern MMOs either dropped the need for cc completely, or baked 1 cc into each class.

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  • GladDogGladDog Member RarePosts: 1,097
    I liked the way City of Heroes handled this.  8 man groups for max size, and as you added members XP gain scaled down, but mob difficulty (and XP gained from killing the mob group) scaled up.  The final result was that max XP potential happened in a full group, promoting grouping over going solo.  But the game was still quite doable solo, it just took longer to level up.  IMO this should be the template for all games.


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  • MyrdynnMyrdynn Member RarePosts: 2,483
    centkin said:
    Actually I liked how Asheron's Call handled groups.  6-7 was optimal from an exp standpoint, but you could add an 8th or 9th member for a small exp penalty.  This allowed you to pre-accept replacements into groups.



    almost 7-8 was optimal, 6 and 9 after that

    7-8 were 280% of exp, 6 and 9 were 270%

    best grouping ever
  • QuizzicalQuizzical Member LegendaryPosts: 25,499
    GladDog said:
    I liked the way City of Heroes handled this.  8 man groups for max size, and as you added members XP gain scaled down, but mob difficulty (and XP gained from killing the mob group) scaled up.  The final result was that max XP potential happened in a full group, promoting grouping over going solo.  But the game was still quite doable solo, it just took longer to level up.  IMO this should be the template for all games.
    Making everything scale to arbitrary group sizes is nice in theory, but it can be tricky to pull off in practice for some types of content.  For example, an extended battle that assumes ample healing doesn't work if you try to solo it and can't heal.  Anything that one-shots players can be overcome in a group context, but not solo.  Anything that assumes that group members will do things in different places at about the same time also breaks down if you're solo.
  • Po_ggPo_gg Member EpicPosts: 5,749
    edited November 2016
    flizzer said:
    Yesterday I spent about 3 hours playing content in a 6 man group in LOTRO.  There are 3,6, 12, and 24 man group content that is run often.  
    This :wink:  nothing happened with 6-man, you just looked at the wrong places... AoC too, and while TSW has only 5 and 10, it has no classes (no "rares") and can switched fluidly on the go.

    Quizzical said:
    Making everything scale to arbitrary group sizes is nice in theory, but it can be tricky to pull off in practice for some types of content. [...] Anything that assumes that group members will do things in different places at about the same time also breaks down if you're solo.
    That's not how it worked, you couldn't "tone down" a group content to solo levels, you only could solo something like in other games, by overleveling it. The system was mostly used to increase the difficulty, for more rewards, especially since with the mentoring/exemplar mechanics you could ask any time a higher level buddy to join you, without "breaking" the mechanics of the content.

    (for the very reason they even left out the tone down option in their follow-up, CO. CO only has normal difficulty by default, and 5 more steps to increase it. For the other way around, you can scale up/down your level, or ask a friend to scale down to yours and give an extra hand)
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