Already many games removed forced grouping. But they didn't go the extra mile and more of a bait and switch
For example, you can solo from level 1 to 110 in WoW. But suddenly, at 110, you are forced to raid to progress. Yet, the entire game of WoW up until that point was 100% solo. Why not do what older MMOs have done, and let you have a raid difficulty slider?
So for example if you wanted to do a raid solo. You'd set the raid slider to one player. It be easier content, but not nearly as good loot as a raid. But you can still experience the content.
Some games, forced grouping isn't even a thing. In GW2 and EVE, while there IS player interaction, I've never once been forced to group. In EVE, I'd say easily 95% of my entire past 400 game hours has been solo. EVE is an amazing solo MMO, but it also is an amazing group based MMO. The thing? Grouping isn't required, the game never forces you to group. Same with GW2. In GW2, I can do any event or boss and not be forced to group, but other people are free to join in.
For raid based MMOs that have a 100% solo focused leveling experience, really would benefit from a raid difficulty slider. And many MMOs are already having better solo play (like GW2/EVE), while still having the door open for groups. Even Ryzom, which is a heavy group focused game, still allows you to play 100% solo...its harder and more challenging, but it makes it more fun.
What are your guys's thoughts?
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My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
WoW has a lot of group content available at lvl 10+ so saying the point of the entire game up to lvl 110 is just flat out false. Personally I'd love to see more group content added with less focus on solo content, but that's just me.
Either way will do for my taste.
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Point being,no you do not need to remove it,we need to remove all the crappy developers who think there is ONLY one way to design a game.
Remove all those crappy devs that think a login screen is only there to encourage cash shop sales while designing a NON MMO game.
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OT: You identified the problem in your post. MMOs are mainly solo until endgame, which is really the opposite of how it should go - players should group together at lower levels because they're weaker and more vulnerable, slowly becoming more independent as they advance.
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Both of those never seemed like raid centric MMOs (I never treated them as such anyway) like WoW is, but they DID offer difficulty sliders for missions, or at very least, scaled content for 1 or more players.
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
Devs understood this and made grouping a requirement to make progress. It's not until the dreaded bean counting suits got involved and started on about maximising profits that we get the switch to solo play designed to appeal to the casual player.
You'll get supporters of both camps rejecting the other's ideas and the only way to really make any progress is to start including both types of play in the same MMO, from the start, rather than after reaching the level cap.
I'd try to make it so that adding more players and seeking a challenge more appropriate for them is always more rewarding for the vast majority of content.
Other than that, I'm find with solo-viable content.
City of Heroes had a difficulty slider. https://paragonwiki.com/wiki/Notoriety
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My Skyrim, Fallout 4, Starbound and WoW + other game mods at MODDB:
https://www.moddb.com/mods/skyrim-anime-overhaul
Grouping and interactivity are not necessarily one in the same. There was no "grouping" in Ultima Online, and it handled the multiplayer mantle rather masterfully. Not having grouping does not mean solo play.
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Areas in the world designed to be a "time drag" to work your way through solo, but at the same time cluster players up so that they're working together even if they're not actually in a group. (IE: a valley pass that takes 40 mins to get through solo, but since it resets so infrequently it means that as one person works their way through they'll either have some poeple on their side help out or meet people working their way through on the opposite side to the time saving benefit of all parties).
The same thing should happen in crafting. Looking at a solo built item should be something that is a massive under taking in man hours. But you have the ability to trade for that time. (IE: EvE an industrialist rarely does all steps of the process from mining, processing ore, research for base component, base component, invention for T2, addition components for T2, footing the costs for production environment, shuttling equipment to the market hub/place it'll be used, and baby sitting the market orders to get it sold).
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EQ allowed players to go from place without a group being in place. There were plenty of monsters and such out and about, but one could usually weave their way through the zone. But a low level character was nervous as all get out. This way, players starting in different cities (starting zones) could get together.
I appreciate MMOs that encourage playing with others, but not "forcing" a player to do so.
VG
Problem with forced group is middle contents.
Some game require you to play middle contents to get to end contents , but when everyone at end contents then no one play middle contents . So the middle contents is unplayable .
those kind of brainless forced group contents should be remove from MMO . Those are suck .
Soloing packs is all about making you feel heroic. Raiding a boss with no adds is just choreography.
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Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"