Maintenance for the week of February 23:
· [COMPLETE] NA megaservers for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)
· [COMPLETE] EU megaservers for maintenance – February 23, 9:00 UTC (4:00AM EST) - 17:00 UTC (12:00PM EST)
· [COMPLETE] ESO Store and Account System for maintenance – February 23, 4:00AM EST (9:00 UTC) - 12:00PM EST (17:00 UTC)

Reason why MMORPGs went from playing with others to solo

qsnoopyjr
qsnoopyjr
✭✭✭✭
One of the major reasons is that loot dropped, goes to everyone, fair share of loot.

What this means is, you no longer have to make connections with people to be sure everyone is fair and possibly give you the loot because you need it. With loot being separate for everyone it also takes away the interaction, and no interaction leads to no connection with others, and having no connections leads to playing solo.

Look at GW2, go do a megaboss, no interaction with people, everyone knows what is expected of them, get there own loot table, leave. No interaction at all, solo game. Yes giving everyone there own loot tables removes conflict. But the cons of it is that nobody interacts with each other, and no conflict is created and without conflict you feel like your playing the game all by yourself, with conflict you make enemies, and make friends as well. Gives you a reason to keep playing.

There's many reasons why MMORPGs went from playing with others to being a solo game, but I think this is one of the major reasons why.
  • Waffennacht
    Waffennacht
    ✭✭✭✭✭
    ✭✭✭✭✭
    (Insert thoughtful comment about getting what you worked for, avoiding trolling, even when I played such MMOs there was no interaction such as OP stated, here)

    I just don't have it in me. I dislike the idea of relying on others to get that BSW necklace when it finally does drop, or that sharpened inferno staff.
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Rev Rielle
    Rev Rielle
    ✭✭✭✭✭
    Yes, very true; less necessary interaction leads to less interaction. Humans are very good at taking the path of least resistance.

    Also I think another reason is that developers are trying to tap in to a bigger share (as much as they can) of the gaming market, which is a huge industry these days. MMOs have gone from a niche genre to a flagship one.
    If you can be anything, be kind.
  • Miraslova
    Miraslova
    ✭✭✭
    For some reason everything you said just sounds like an excuse to ninja loot, if not then disregard.
    "An it harm none, do what thou wilt"
  • Betheny
    Betheny
    ✭✭✭✭✭
    ✭✭
    People moved to solo play because ----other people----
  • Balamoor
    Balamoor
    ✭✭✭✭✭
    Betheny wrote: »
    People moved to solo play because ----other people----

    THIS^^^


    I'm lucky enough to have gathered enough like minded people to form a guild. We stick to our own or solo.

    Problem solved

    This is why Co op RPG's are all the rage now.
  • Abeille
    Abeille
    ✭✭✭✭✭
    ✭✭✭✭✭
    I actually think that individual loot is a consequence, not a cause, of MMOs having more solo content nowadays.

    The cause would be money. "Play how you want" attracts players more easily than forced content of any kind. It is easier to play how you want when you don't have to deal with other people's expectations. More players, more money.

    Edit: Also, I don't know if you are talking about Tequatl the Sunless, but on the first months after the encounter was remade, communication and coordination WERE needed. Mandatory, even. It was easy to fail the event. Of course, in time, people learn how to deal with any boss and less and less communication is needed. But when it was first remade, the thing needed the map to capped, Commanders and the people who operated the machines needed to be on TS. My server was the second NA one to put the thing down (The third worldwide. Tarnished Coast, the unofficial RP server before the megaserver ruined everything), I was there and I remember it clearly.
    Edited by Abeille on December 15, 2016 5:07AM
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

    Meet my characters:
    Command: Do the thing.

    Zadarri, Khajiit Fist of Thalmor: The thing was done, as commanded.
    Durza gra-Maghul, Orc blacksmith: The thing was done perfectly, in the most efficient way.
    Tegwen, Bosmer troublemaker: You can't prove I didn't do the thing.
    Sings-Many-Songs, Argonian fisher: Sure, I'll do the thing... Eventually. Maybe.
    Aerindel, Altmer stormcaller: After extensive research, I've come to the conclusion that doing the thing would be a waste of resources.
    Liliel, Dunmer pyromancer: Aerindel said I shouldn't do the thing. Something about "resources".
    Gyda Snowcaller, Nord cryomancer: I will find a way to do it that won't waste resources and make Aerindel proud of me.
    Beatrice Leoriane, Breton vampire: I persuaded someone else into doing the thing. You are welcome, dear.
    Sahima, Redguard performer: Doing the thing sounds awfully unpleasant and really not my problem.
    Ellaria Valerius, Imperial priestess: I'll pray to the Eight for the thing to be done, if it is Their will.
  • Glurin
    Glurin
    ✭✭✭✭✭
    ✭✭✭
    Betheny wrote: »
    People moved to solo play because ----other people----

    BINGO! We have a winner.

    BTW OP, the reason loot tables went to individual players is because other people kept stealing the loot. Even under a need/greed roll system, people would roll on items just to steal them from others. And despite what you may be thinking, third party rolls and dkp systems are far from fair or "on the level". Individual loot tables actually gave people a chance to get even the basic gear they need without having to run the same content fifty times or more.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • MattT1988
    MattT1988
    ✭✭✭✭✭
    ✭✭
    Everyone getting their own loot tables is fairer anyway, that's what's most important. RNG means it's never going to be completely fair, but individual loot tables is a step in the fairer direction.
    Edited by MattT1988 on December 15, 2016 5:07AM
  • captainwolfos
    captainwolfos
    ✭✭✭✭
    I play solo mostly because I have no friends ¯\_(ツ)_/¯

    At least no one who plays regularly anymore
    Enemy of Boob Plates
    For the Covenant! For the High King!
    Solo Player | PVEer | Not caring about PVP since 1992
    Spill some blood for me, dear brother
  • inflaburwb17_ESO
    inflaburwb17_ESO
    ✭✭✭
    I blame "elitism" and intolerence. Just read the forums here of the so-called hardcore or more serious players' attitudes towards the more casual players, specifically referring to grouping for dungeons.

    I honestly think that the group finder should have an additional filter, where a player can tick either a "serious / hardcore " or a "casual / relaxed" tickbox, and be grouped accordingly.

    I play with my own build, and because its not a mainstream DPS or Tank or whatever build, it may not be as effective as it could be. But it works for my playing style. But I don't risk taking on dungeons as I expect abuse from the group because I'm now not doing enough damage, or have to take it a bit slower.

    Reality? I have completed 1 dungeon... twice... since I started playing ESO in 2014. Fungal Grotto.
  • Annalyse
    Annalyse
    ✭✭✭✭✭
    Coming from an MMO in which loot was not fairly shared, I'd have to say that it is quite the opposite for me. I got so tired of people stealing loot that I started soloing everything that I could solo (and avoiding all else). I find it quite refreshing here that you don't have to worry about something like that.

    Why I play solo here is the same reason as a few others have stated - I play how I want to play, and dislike conforming to the mainstream. I probably don't do high enough DPS for most people and my healing is certainly second rate as well (I only really pull out the resto staff at world bosses), but overall I have fun and that is what matters to me. So I just avoid group activities because groups don't want players that aren't the best of the best these days.
  • FloppyTouch
    FloppyTouch
    ✭✭✭✭✭
    ✭✭✭
    I came from a game that the highest dps got the loot competition for boss drops was huge. Healers had to make dps toons just to get anything bc there heals did not count, same for tanks. This made the game 90% dps. ESO was a breath of fresh air compared to that.

    Also took 3 months of none stop grind with a group of 7 ppl called a perfect party to go from 58-59 to get to the next grind spot, was such hell
    Edited by FloppyTouch on December 15, 2016 6:43AM
  • Rev Rielle
    Rev Rielle
    ✭✭✭✭✭
    I came from a game that the highest dps got the loot competition for boss drops was huge. Healers had to make dps toons just to get anything bc there heals did not count, same for tanks. This made the game 90% dps. ESO was a breath of fresh air compared to that.

    Also took 3 months of none stop grind with a group of 7 ppl called a perfect party to go from 58-59 to get to the next grind spot, was such hell

    Wow, what a horrible horrible mechanic. You really have to wonder sometimes what the developers motivations are when things like this happen.
    If you can be anything, be kind.
  • FloppyTouch
    FloppyTouch
    ✭✭✭✭✭
    ✭✭✭
    Rev Rielle wrote: »
    I came from a game that the highest dps got the loot competition for boss drops was huge. Healers had to make dps toons just to get anything bc there heals did not count, same for tanks. This made the game 90% dps. ESO was a breath of fresh air compared to that.

    Also took 3 months of none stop grind with a group of 7 ppl called a perfect party to go from 58-59 to get to the next grind spot, was such hell

    Wow, what a horrible horrible mechanic. You really have to wonder sometimes what the developers motivations are when things like this happen.

    It was to force us to make a party of 1 tank 1 healer and 5 dps the mobs and bosses where built and spec for a perfect party. And the lead of the party would set the drops either to lead only random party or in order of party. sometimes right before the boss would die the lead would switch the drops to lead only and bc ur fighting u don't notice the message that would pop up saying party loot change and they would steal the loot after boss died and disband the group and port out.

    Pros and cons to this kind of game same with ESO I feel ESO is way to easy to other mmos where u need a group for everything.
    Edited by FloppyTouch on December 15, 2016 7:40AM
  • MissKiwiana
    MissKiwiana
    ✭✭✭
    I've always been a solo player and always will prefer this type of gaming. You don't need to beg for some help on a mission/quest so your progress isn't halted. You don't have to worry about account theft or in game spam via chat or insults in whispers etc etc.

    However:

    I love quest style games and games that are constantly growing.
    I tried an MMO because I was tempted by a dare and took the bait. I am regretful sometimes. lol
    PC Platform all the way! Windows 10.
    Guilds I belong to: Lone Wolf Help & The Conclave of Shadows.
  • schroed360
    schroed360
    ✭✭✭
    As someone said i think it s more a conséquence that the cause. I simply think that it s due to design concept. Back in the day as soon as lvl 10 ( and to reach that lvl you would have spend 2 or 3 times the time that you need today) you would have face the same difficulty to play solo than playing solo in the vr zone as they were at release. Add to that a death xp penalty( 10% of xp requiered to reach next lvl was quite standard) and you had more than à strong incensitive to group...just to lvl. Today lot of poeple consider that lvl is à solo thing and that group play is just for endgame.

    Also money... Because the kind of design i just describe would cause your population to be divided by ten probably in today s gaming.

  • Zyrudin
    Zyrudin
    ✭✭✭✭
    I think that the reasons for the increase of solo players are not found in the games but in society and humanity.
  • Knootewoot
    Knootewoot
    ✭✭✭✭✭
    ✭✭✭
    I've always been a solo player and always will prefer this type of gaming. You don't need to beg for some help on a mission/quest so your progress isn't halted. You don't have to worry about account theft or in game spam via chat or insults in whispers etc etc.

    However:

    I love quest style games and games that are constantly growing.
    I tried an MMO because I was tempted by a dare and took the bait. I am regretful sometimes. lol

    I love grouping in mmo's where each player fulfills his role. I have played many of these types of mmo's when I had enough time to play. These days I only can jump in and out for maybe 1-2 hours. ESO is perfect for this and is the reason I hardly play other mmo's.
    Sadly some think, when doing pledges, it is still a dps race. Luckily I am in a guild where 10 mins extra per dungeon is not an issue. So even grouping is relaxed is most cases.

    But I must admit I miss mmo's like Vanguard: Saga of Heroes or similar. For me Vanguard had the perfect mix of sandbox and themepark. Some questlines could be solod, some required 2-4 people. Some questlines could be solod and finished but as bonus you could go further with a group and finish some extra quests with nice rewards.
    ٩(͡๏̯͡๏)۶
    "I am a nightblade. Blending the disciplines of the stealthy agent and subtle wizard, I move unseen and undetected, foil locks and traps, and teleport to safety when threatened, or strike like a viper from ambush. The College of Illusion hides me and fuddles or pacifies my opponents. The College of Mysticism detects my object, reflects and dispels enemy spells, and makes good my escape. The key to a nightblade's success is avoidance, by spell or by stealth; with these skills, all things are possible."
  • Riejael
    Riejael
    ✭✭✭✭✭
    qsnoopyjr wrote: »
    One of the major reasons is that loot dropped, goes to everyone, fair share of loot.

    What this means is, you no longer have to make connections with people to be sure everyone is fair and possibly give you the loot because you need it. With loot being separate for everyone it also takes away the interaction, and no interaction leads to no connection with others, and having no connections leads to playing solo.

    There's many reasons why MMORPGs went from playing with others to being a solo game, but I think this is one of the major reasons why.

    As others have pointed out. This isn't true.

    Play a game with loot distributed by the group. You get a piece of loot for you to drop and it goes to someone else's offspec, alt, breakdown, vendored ect. How is that fair? Well it isn't.

    No.. the culture of gaming changed around 2005. Many will try to tag WoW with the blame. WoW didn't start the trend, I saw it as far back as Everquest. What had happened is a younger crowd got into MMOs. Not because they were young was it a problem. Its the values they were taught that is the problem. This culture of participation gets an award.

    When I initially played Online games starting back in '97 there was a group mindset. Work together with your unit, clan, group, and later guild (in MMORPGs) to obtain a common goal or objective. When you downed a boss, the loot went to the one who would benefit the group as a whole. Eventually this method had to be streamlined a bit to measure a variety of factors once groups got rather large. In EQ it wasn't uncommon to field raid groups of up to 60-75 players. Who got what? Well they had a system to reward players based on a variety of factors, if anyone knows about the old DKP system you'll know what I'm speaking of.

    So coupled with the idea of LARGE raid groups (WoW started at 40man) with this new culture, there was a lack of.. personal attachment to the group. You were a number basically and showing up meant you got loot. Lets be honest.. raid members in early EQ/WoW raiding did NOT require much personal skill. Just getting numbers to show up, cure debuffs, and maybe not stand in fire once in a while.

    Raiding was always the epitome of endgame. Everyone strived to be raid ready, even if they didn't raid. Its how you were measured, its how you were compared to others, the ability to do what a raid needed determined your worth as a player.

    Now when in random groups, get the piece of loot and get out. You're not going to see those 'plebs' again once you meet your goal. Hell this happened even before group finders were introduced, and as early as 2003 in Planes of Power-EQ.

    As you can imagine, this evolved over time until we're here in 2016. Its not that we don't have the tools to build personal relationships with other players. Hell.. we've got 5 guilds we can join and a friendlist. Not to mention 3rd party VOIP. The technology and methods are there for us to use. Why not use them?

    Well some of us do. Before I came back to ESO, I went back to WoW for the Legion expansion. Got into a decent raiding guild and their loot system was pretty good. Instead of using personal loot, they decided to hand it out like normal. The idea was to give the upgrades to those who needed it. With the caveat that it helped the entire group. No complaints, raids were done pretty well.. well enough I got bored and came here unfortunately. Well not really, I was looking to play an action MMO instead.

    Either way I'm sure some groups do exactly that here as well. Many run Vets and Trials together on a normal basis. If you're running through the group finder and don't speak. Well don't expect to make lasting impressions. It will feel like you're soloing. And that is because you are. It is a personal choice.

    There is no evidence to support you have to solo in ESO. There's no evidence to suggest that group minded players will solo instead of build relationships and group. The players who solo, want to solo. They don't want to group. Forcing them to group will mean they will go elsewhere. You can't get a solo player to have a grouping relationship with you. Doesn't work that way.

    And to say loot or whatever is the cause is false. I don't group to get loot. I get loot to do content. Loot is a tool. Some may not see it that way. But they play how they wish. Not because its forced on them. They may use certain mechanics as an excuse, but in reality we're in control of our own decisions. And we ultimately play how we want to.
  • susmitds
    susmitds
    ✭✭✭✭✭
    ✭✭✭✭✭
    I see OP has not done vMA or had very good luck.
  • anitajoneb17_ESO
    anitajoneb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭✭
    Betheny wrote: »
    People moved to solo play because ----other people----

    Exactly this.

    (Some) people just want to "git gud", are friendly with others just to copy/paste their builds and playstyle and get carried through instances. As soon as they're "better" than others, they start calling those "others" names ranging from "bad" to "noobs" and "scrubs" and accuse them of getting carried. As a result they get isolated and end up playing solo or PUGging.
    In PvP, they start zerging to learn the ropes, then start 1vXing and accuse other people of zerging.

    That being said, just like everywhere in Tamriel and in real life, there ARE nice people, there ARE guilds that are well-run with a strong identity and great values that prevent the vicious circle from prevailing. You just have to keep on looking for them without giving up.

  • FoolishHuman
    FoolishHuman
    ✭✭✭✭✭
    You got it the wrong way around, the online community got ever worse the larger it got. And now game developers have to design gameplay that you can complete with minimal interaction because otherwise people would run away from all the toxic d-bags that populate the internet. This is on us, we let it happen. (Incoming posts "this is the internet, get used to it", "get a thicker skin" etc. that prove my point)
  • DragonBound
    DragonBound
    ✭✭✭✭✭
    I think there are many factors, lets go down a simple list we can all understand and relate to in order.
    1. Developers wanted to attract everyone instead of loyal customers therefor making mmorpgs much more casual and easy mode. But usually ends up backfiring.
    2. People complained and complained about group oriented mmorpgs not being solo friendly even though there where several solo classes that did quite while.
    3. Easier to balance around endgame vs actually balancing around group content for all levels.
    4. Now fast foward some years and we have new reasons, people are more toxic in gaming as more people game more then ever including online gaming.
    5. No patience for grouping with these kinds of people who waste everyones time.
    6. Less time for gaming in general especially these days, therefor no time for setting up groups and doing group content all the time.
    7. Mmorpgs copying wow which was more casually friendly then any mmorpg I played before and in resulting in allot of bad clones.
    8. In my experience some mmorpgs become more casual as they die out.


    Now eso is far from any of this in my opinion. I think it is allot more group oriented then I have seen in mmos for a while.
  • EvilCroc
    EvilCroc
    ✭✭✭✭✭
    MMORPGs went solo. And this is good, right? Am I missing something?
  • AuldWolf
    AuldWolf
    ✭✭✭✭✭
    "I remember when forced grouping was so rigorously implied in MMO design that you'd need forty people to do a thing. Oh, sure, they wouldn't actually have social skills, nor would they interact much. But by golly gum, son, there were forty people standing in a place. What's that? How's that different from a town? Well, we were all pressing buttons! And we were doing routines. When he clicked this button, I clicked that button, and then someone else clicked a button. Oh, those were the days!"

    No. No thank you.

    Forced grouping was never a good idea. It still isn't a good idea. It will never be a good idea. It's just forcing people together becuase they don't have the social skills to work together without game mechanics forcing them. Sociopaths ruled the roost, and you had to worship them or nothing would get done. It was the dark ages of online gaming. No one in their right mind would want to go back to that unless... Unless they're a specific kind of person, we'll just say that.

    Frankly, I wish ESO would drop group dungeons as it is. Sure, with the right cookie-cutter builds you can get through with just two people, but needing those builds isn't fun. And that's still forced grouping, it's a place where sociopaths and people with no social skills fester. If you have social skills, and you aren't a crazy sociopath, then you're not going to have trouble making friends. And if you're an introvert and you're just asocial (which is different to antisocial), then that works out too.

    Whenever forced grouping is lessened (and even removed), everyone wins. Everyone except for the sociopaths.
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    CosmicSoul wrote: »
    I think there are many factors, lets go down a simple list we can all understand and relate to in order.
    1. Developers wanted to attract everyone instead of loyal customers therefor making mmorpgs much more casual and easy mode. But usually ends up backfiring.
    2. People complained and complained about group oriented mmorpgs not being solo friendly even though there where several solo classes that did quite while.
    3. Easier to balance around endgame vs actually balancing around group content for all levels.
    4. Now fast foward some years and we have new reasons, people are more toxic in gaming as more people game more then ever including online gaming.
    5. No patience for grouping with these kinds of people who waste everyones time.
    6. Less time for gaming in general especially these days, therefor no time for setting up groups and doing group content all the time.
    7. Mmorpgs copying wow which was more casually friendly then any mmorpg I played before and in resulting in allot of bad clones.
    8. In my experience some mmorpgs become more casual as they die out.


    Now eso is far from any of this in my opinion. I think it is allot more group oriented then I have seen in mmos for a while.

    1. No It does not. Swtor's raid debaucle is a great example, Shadows of the Hist in this game is a great example, content that isn't played by the vast majority and even some hardcore players because it's too hard to comfortibly do, and have fun at the same time. The reverse, is often true. They go hardcore to appeal to people, and people are not impressed. Wildstar, Swtor's raids, I could go on but you get the idea.

    2. Never heard of this. Then again, I wouldn't wanna sit there having to deal with people every step of the way either.

    3. This has allways been the case.

    No comment on 4,5 and 6.

    7. WoW may have been 'casual', but it was the design that taught effectively that made it so, not it's easiness. Something this game just does not have.

    8. My experience is the opposite. Again, Wildstar, and so many others. Champions Online is a great example. Content after years of stagnation? A dungeon which was so hard, players who didn't sub couldn't compete. The result? No one ran it. A select few ran it, got rewards, got bored, and never ran it again.

    The misconception is that the casual way of life is death. This is false. And laughibly so. The hardcore way of life, is death. Mostly because of how hardcore players want either new and progressively harder challenge than people can often provide, and the fact they usually come into clash with the rest of the playerbase. Cant cut it? Go to hell and we wont help you cuz git gud.

    MMO's became solo because people got tired of dealing with this vocal minority.
  • Riejael
    Riejael
    ✭✭✭✭✭
    CosmicSoul wrote: »
    I think there are many factors, lets go down a simple list we can all understand and relate to in order.
    1. Developers wanted to attract everyone instead of loyal customers therefor making mmorpgs much more casual and easy mode. But usually ends up backfiring.

    Newp. MMORPG community was degrading by 2003-2004 in Everquest. That Gates of Discord and Omens of War expansions were the HARDEST in EQ's history. I actually decided to jump ship to WoW when it released later that year because of a better community.

    Used to see groups break up in Bastion of Thunder (PoP expansion in EQ) because a Glyphed Rune Word dropped and everyone argued who should get it.

    Seen raid groups kill still or break 'agreements' to get an edge another during raid encounters (they were no instanced).

    Saw an increase in 'training' (dragging mobs over groups) to cause wipes to take over popular farming spots.

    Elitism and Jealousy were increasing. One time I was in a group with a level 63 rogue with a group of 65s. Due to the limits of the UI, they had no idea I was 2 levels lower. The parsers (damage meters basically, a 3rd party program that would in realtime analyze the combat log .txt file) showed my DPS as quite good, highest in the group. Someone /con (the consider command, used to judge the strength of a PC or NPC in relation to your own). They saw my character as blue to them which meant under their level. Even though the group was not advertised as 65+ group, and even though I had the DPS (and the mobs were blue and white to me, named were red, but barely). They still removed me. This wouldn't have been a bad thing. But in EQ back then you couldn't teleport as a rogue, the area we were in relied on a wizard/druid to get to safely. So I had an interesting time getting back to a town. Dying back then meant your gear was left on a corpse that would rot in a few days. Not a fun time.

    All these things blamed on casual friendly WoW. Yet were happening before WoW. And didn't really happen in WoW until quite a bit into its future. In my personal experience, not until Burning Crusade, its first expansion. 3-4 years after the D-baggery was happening in EQ.
  • inflaburwb17_ESO
    inflaburwb17_ESO
    ✭✭✭
    Also add in... I firmly believe those that choose to be toxic in online multiplayer games do so because they are weak in real life. It is a fraction of a fraction of the number of toxic players that will behave and say the things they do in a game, to another person in real life.

    I honestly don't think that those who have a healthy, balanced life in the real world, would generally behave in this toxic manner. Those with a balanced life tend to be the casual players, as they have jobs/studies, families, gym and other activities and responsibilities to see to as well.
  • Tandor
    Tandor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Bearing in mind that most people come to MMOs from single-player RPGs, and that most players are sitting alone at their computer relying on other activities for their social life, it's arguable that the only reason grouping was so popular in the early days of MMOs is because it was the only way of playing those games that was viable.Once developers made the games easier for the soloer most players switched to the playstyle they may well have preferred from the outset - especially now that with a number of years playing MMOs behind them they have reached the stage in life where family, work and other responsibilities mean they can no longer make the sort of commitment to fellow players that used to be necessary for example when camping a spot in early EQ with a couple of minutes downtime for mana and health regeneration between each fight! It's not just the games that have evolved, the players have too.
    Edited by Tandor on December 15, 2016 10:22AM
  • Doctordarkspawn
    Doctordarkspawn
    ✭✭✭✭✭
    ✭✭✭✭✭
    AuldWolf wrote: »
    "I remember when forced grouping was so rigorously implied in MMO design that you'd need forty people to do a thing. Oh, sure, they wouldn't actually have social skills, nor would they interact much. But by golly gum, son, there were forty people standing in a place. What's that? How's that different from a town? Well, we were all pressing buttons! And we were doing routines. When he clicked this button, I clicked that button, and then someone else clicked a button. Oh, those were the days!"

    No. No thank you.

    Forced grouping was never a good idea. It still isn't a good idea. It will never be a good idea. It's just forcing people together becuase they don't have the social skills to work together without game mechanics forcing them. Sociopaths ruled the roost, and you had to worship them or nothing would get done. It was the dark ages of online gaming. No one in their right mind would want to go back to that unless... Unless they're a specific kind of person, we'll just say that.

    Frankly, I wish ESO would drop group dungeons as it is. Sure, with the right cookie-cutter builds you can get through with just two people, but needing those builds isn't fun. And that's still forced grouping, it's a place where sociopaths and people with no social skills fester. If you have social skills, and you aren't a crazy sociopath, then you're not going to have trouble making friends. And if you're an introvert and you're just asocial (which is different to antisocial), then that works out too.

    Whenever forced grouping is lessened (and even removed), everyone wins. Everyone except for the sociopaths.

    If this game dropped group dungeons or just...became like GW2, where we are all DPS to an extent, it'd be the best thing to ever happen to this game.

    Either that, or comit. This game lacks an identity which is it's biggest weakness.
    Edited by Doctordarkspawn on December 15, 2016 11:11AM
Sign In or Register to comment.