Hard game forced group:
Game so hard (hard mode) that if you not group up you can't keep playing , solo isn't optional .
Casual group friendly:
normal mode game , not so hard so player can solo playing most of it contents .
Group friendly mean no restriction or punishment for group up with other , more reward for group up compare to solo.
What type of group system is better ?
Comments
There is nothing wrong with both types of games being on the market for players to choose the ones they like.
"Forced" is a silly word btw. In some games group cooperation is usually needed for success. That doesn't mean it's "forced."
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
So, if there is a certain item that a character needs but it's at the end of a long, difficult dungeon, I am all for it provided that item can be obtained and sold on the market for people who want it.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
So, I want my game to have a mixture of solo content and group content. I want the group content to range from 2 players up to 1000+. I want the difficult range for all types of content to range from trivial to super hard. I also want my game to be accessible, so the game should progressively take you from easy to hard, solo to group, so that there is a steady "on ramp" for everybody to learn as they go.
The current method of trivial solo content, then a massive jump to challenging group content is just silly.
My raiding days are long past.
Either that or provide a new raid mode called "with training wheels."
"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
Of course as a sandbox enthusiast I'm very much against anything in a game that gives a single path to progression so I'm against forced grouping. I'm not against group only content if it's completely optional and one of many equally viable paths to progression though.
solo = slower leveling, need to stop for regen, food, run if mobs too many
It of course requires multiplayer in most situations unless the game provides NPC group members as in GW1)
"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
Rather than giving YOU extra stats, a group weapon might add +5% group healing or +5% to the group's DPS making you better in a group while not making you a solo powerhouse.
Logic, my dear, merely enables one to be wrong with great authority.
IMO, good MMOs make the level of interaction you will have with those other players largely based upon player choice. You might see them and keep running. You might see them and decide to work together. In PvP areas you may see them and choose to kill or rob them.
Personally I've nearly entirely stopped playing single player games. I play Total War games occasionally and that's about it. And it's because at the end of a single player game, the game is done and my accomplishments mean nothing. All the content of a singleplayer game can exist within an MMO and when it's done I can go do other things within the same game world.
So I play MMOs to solo, PvP, PvE, Craft etc. The more styles of play the game covers the better since it's a game I'm likely devoting at least 90% of my gaming time to.
I can agree with the OP that is crap.
I'm playing Rift Prime, for example, and it's a PvE server. It doesn't bother me to have high-end content require grouping. Nothing they do at that level will realistically affect me.
That's why i make a poll between hard+forced and casual+friendly . To see what people here prefer .
1. Repetitive grinding has been accepted as a suitable substitute for engaging content.
2. 99% of the genre are clones of the same model.
Giving people the choice to participate it solo content enjoyably has done nothing but good for the genre.
What one should expect to do is to, at the very least, be ready to deal with/work with people.
But I suppose part of this is predicated on the idea that an mmorpg is supposed to be (at least originally) a world.
It makes sense that one isn't always going to be "grouping with" people i.e. dealing with/working with people all the time.
I DO think that it's ok for having content that is so challenging that it requires a group. But I also think that depending on how the game is set up, it should be ok to pass on that.
I say "set up" because if the game is designed to solely be a group centric game then of course one is going to have to group (or else don't play it).
But mmorpg's can have a variety of activities and unless it's a grouping only game, I think it's ok for people to find their own fun.
Sometimes just being around people is fun enough.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I think the net got too big for the genre. The attempts to cater to all and pleasing no one type of thing. The genre could use games focused on a specific experience, whether that revolves around group content or story content or what have you.
Games that attempt to please all types are creating too much work for themselves to reasonably accomplish. Crowdfunding efforts, at least, have returned to focusing on providing an excellent specific experience, instead of trying to provide an experience for everyone's tastes. That's a good thing. In that context, if you're creating an MMORPG, it's worth it to know what kind of gamers you're going after and building the game around that taste, instead of trying to include all different tastes.