KhajitFurTrader wrote: »
Granted, the Megaserver technology, regardless how many advantages it may have, also has its flaws. A "shard", "realm" or "server", however you may call it, may help to build a sense of community, or even identity, not in the least due to its advertised "type" (e.g. PvE, PvP, RP, etc.). In other games, this sense has progressively been hollowed out by enabling cross server zones/arenas, server transfers, and/or merging servers together due to low population, but I guess customer convenience beats strict server separation every time.
I agree that due to (necessary) phasing and instancing, a sense of community on a Megaserver does feel rather arbitrary. I for one would have welcomed the usage of the announced player questionnaire and subsequent "placing in a fitting phase" feature, and was left quite baffled when it failed to materialize on early access/launch. AFAIR, an "official" explanation of its absence hasn't been given until now; I seem to remember reading somewhere that it has bee scrapped due to taxing the server too much.
It's a shame, really. There are many non-English speakers on the EU server who feel quite inhibited on chatting up strangers, because they usually cannot know their nationality and command of the English language.
My question was intentionally phrased provocatively.KhajitFurTrader wrote: »
Pray tell, how can it be an issue of game design if people nowadays don't possess, or don't want to apply, social skills anymore?
This illustrates one of the most misunderstood aspects of MMOs today.
People nowadays don't lack the desire to apply social skills, they just don't see the need for that to be centred around grouping for combat. Games today are very much quest/storyline-based and that in any event tends to mitigate against routine grouping a lot of the time. I think TESO mirrors SWTOR in that respect.
Where the game design does fall down in respect of socialising in my view, is in the provision of multiple guild membership which means that few guilds are likely to form any sort of community spirit among their members, as well as the lack of a public trading system - even the unofficial trading hub that was East Commonlands tunnel in EQ had more community spirit than a small number of players buying and selling within their own restricted trading guilds in TESO.
KhajitFurTrader wrote: »Should it?
If so, what are the costs of doing it to a certain extend?
KhajitFurTrader wrote: »
Pray tell, how can it be an issue of game design if people nowadays don't possess, or don't want to apply, social skills anymore?
This illustrates one of the most misunderstood aspects of MMOs today.
People nowadays don't lack the desire to apply social skills, they just don't see the need for that to be centred around grouping for combat. Games today are very much quest/storyline-based and that in any event tends to mitigate against routine grouping a lot of the time. I think TESO mirrors SWTOR in that respect.
Where the game design does fall down in respect of socialising in my view, is in the provision of multiple guild membership which means that few guilds are likely to form any sort of community spirit among their members, as well as the lack of a public trading system - even the unofficial trading hub that was East Commonlands tunnel in EQ had more community spirit than a small number of players buying and selling within their own restricted trading guilds in TESO.
Its aggravating and hellish to falter on content that you know if you had help with you could just bypass so easily.
There was a time in mmo history that people would come and help you without making you out to be the worst player in mmo history.
I tell you this friend. The way the game is made dictates personalities. In an RVR AVA game in Lore and yore past they wouldn't dare put you down when they know they need your help. That's the [snip] of today, a guild can play elitist. When in before they needed you cooperation to take a keep. They use to rely on you, as the average player, and use to have to treat you with respect to get anything done. I say [snip] you mmo maker. Youre a drag downhill ugly bother.
MercyKilling wrote: »
Its aggravating and hellish to falter on content that you know if you had help with you could just bypass so easily.
There was a time in mmo history that people would come and help you without making you out to be the worst player in mmo history.
I tell you this friend. The way the game is made dictates personalities. In an RVR AVA game in Lore and yore past they wouldn't dare put you down when they know they need your help. That's the [snip] of today, a guild can play elitist. When in before they needed you cooperation to take a keep. They use to rely on you, as the average player, and use to have to treat you with respect to get anything done. I say [snip] you mmo maker. Youre a drag downhill ugly bother.
While I fully agree with the two parts I separated from the rest....that last bit I don't agree with. It's not game design that has changed the playerbase or its attittude. I'm not sure if it CAN be pinned on any one thing, really.
I think it's a combination of a different generation's values and anonymity of the internet that lets/makes people that way, NOT the game itself or the way its designed. The game is far from perfect to be sure....and it's taking steps down paths I don't really want to go...but for now it's fun enough and it's not responsible for how people act.
dafraorb16_ESO wrote: »TESO needs more pvp content and balancing and must follow the DAOC route.
Or another RvR game will die
In UO and DAoC I have met people that have become such good friends that we talk on the phone. I haven't met one person that I remember in ESO. To me it's just a shame how the games are created that we don't even know anyone.
To me it's a Ventrilo or guild website thing and that's just awful. I feel like the games are created with the aspect of Ventrilo entertaining people and if you listen close enough you hear people justifying design with... I enjoy this.. friends and me were in vent laughing and having fun for hours..
In UO and DAoC I have met people that have become such good friends that we talk on the phone. I haven't met one person that I remember in ESO. To me it's just a shame how the games are created that we don't even know anyone.
To me it's a Ventrilo or guild website thing and that's just awful. I feel like the games are created with the aspect of Ventrilo entertaining people and if you listen close enough you hear people justifying design with... I enjoy this.. friends and me were in vent laughing and having fun for hours..
Yeah I know what you mean. In UO our guild used to go to the guild house at 8:00 PM Eastern every night and figure out what we wanted to do. Some times we'd go to a tough area. Some times we'd do a PvP event. Some times we just sat there and talked with each other about the game and RL stuff.
It's all changed though. Remember that was 10+ years ago.