Doctordarkspawn wrote: »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.
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.
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.
Wifeaggro13 wrote: »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.
some people . a large portion of the community has several MMO;s under their belts. your statement maybe true for the console though. its simply not the case with the PC not even remotely close. the industry switched the style to increase box sales and make it an easier entry level for the new to MMO player. hta was around 2008 the major change happened. they have kept this line of development because its easier to develop the game world only having to worry about balance on a small level of content.
and it made an easier game to make as well.DMuehlhausen 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.
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.
Simply put people whined and whined and whined. I should be able to acqure everything on my own even though we are suppose to play with each other.
That is the main reason. The other was developers realized make the game easier and more people will play and pay.
Wifeaggro13 wrote: »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.
some people . a large portion of the community has several MMO;s under their belts. your statement maybe true for the console though. its simply not the case with the PC not even remotely close. the industry switched the style to increase box sales and make it an easier entry level for the new to MMO player. hta was around 2008 the major change happened. they have kept this line of development because its easier to develop the game world only having to worry about balance on a small level of content.
I'm not clear if you've understood my point or not. I'm not saying most people have come to this MMO from a single-player RPG, rather that they have come to MMOs in general from that background. Most have indeed played multiple MMOs over a number of years (although in the case of ESO there's a large contingent of players who have played the TES games and are new to MMOs). A lot of players here, however, will have started out at the beginning of the MMORPG genre, myself included. We grouped then because we had to. I can't talk for console players, I've never been one, but I do know that a lot of those playing ESO on console have a PC background including MMOs in general and ESO in particular.
The change came about earlier than you suggest. WoW and EQ2 both released in 2004 and even in their initial form were far more solo-friendly than the previous generation of MMOs, although I recall having early discussions with Scott Hartsman about making further changes to EQ2 and WoW of course has been on a permanent dumbing-down exercise pretty much since it was launched. Both games still have decent group content for those that want it of course.
As for increasing box sales, EQ2 quickly stopped selling boxed copies fairly early on and pretty well all MMOs have been digital download only for a considerable time. Developers switched more content to solo-friendly because they could see from their data logs that most people play solo most of the time. However, the two most important changes that were made to increase player numbers weren't the switch in soloability, they were the changes made to launchers/installers so that you could start playing while still downloading the game, and of course the introduction of F2P.
CosmicSoul wrote: »Ok but that does not mean wow did not captilize on the casual mmorpg market, I played eq1 before you and after so you may want to rethink your point, eq was far from casual the things they added was much needed because it was way to time consuming it was still far from casual.
So what's your point?
I did the hardest content in Omens of War and players were still being jerks to one another outside their guilds (and sometimes to players in their guilds).
My point is casual MMOs didn't turn people into jerks. They were that way to begin with. Feel free to provide evidence to the contrary.
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.
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.
I think it is because everyone needs a participation trophy. There are no really special items in this game. Or any that are just extremely hard to obtain, besides some vma weapons but that is single player anyways.
Anyone can pretty much get any item in this game without to much time. Besides vma, I can go get almost any items I want within a week. The fact so many things have 100% drop rate further proves that a lot of the changes were made so everyone gets participation trophies.
Has anyone considered the possibility that an aging core MMORPG playerbase may have contributed to the rise in soloing? Many of us here cut our MMO teeth on games like EQ, AC, WoW, LOTRO, etc. I'm one of them: started playing WoW in 2006, and LOTRO in 2008. I was in my late teens/early 20s back then, with no real attachments to speak of. I had plenty of free time to raid, participate in guild/kin events, and do other group-focused things. Fast forward to today: I'm almost 30, I have a long-term boyfriend (who doesn't play ESO), and I'm in an incredibly demanding academic program that will lead to an even more demanding job. Sh*t, I don't have time to group up as much as I used to. I can't even begin to imagine what it's like for other former raiders who now have babies and minor hockey games to attend, and so on.
Here's an interesting article on how gamer motivations have a tendency to favour less competition with age: http://quanticfoundry.com/2016/02/10/gamer-generation/ There'll always be outliers, of course, but it's possible that as we age, we just aren't that interested in raid achievements and leaderboards anymore. Or, rather, we may still be generally interested in those sorts of things, but can't/won't invest the time needed to get there, so we do other stuff in-game that we enjoy. There's absolutely nothing wrong with it, IMO. I know for me, as well, I have less tolerance for BS than I did when I was younger and still felt the need to fit in/prove myself. I'm comfortable in my own gaming skin now and don't care about speed runs or BiS gear anymore; I just want to escape from RL for a little while and have a bit of fun. I have no patience for punk *** kids bellowing at a normal dungeon group for not clearing said dungeon in less than five minutes. I'd rather solo than deal with that, honestly. Fortunately, I haven't come across too many punk *** kids during my time here.
inflaburwb17_ESO wrote: »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.
Flameheart wrote: »Has anyone considered the possibility that an aging core MMORPG playerbase may have contributed to the rise in soloing? Many of us here cut our MMO teeth on games like EQ, AC, WoW, LOTRO, etc. I'm one of them: started playing WoW in 2006, and LOTRO in 2008. I was in my late teens/early 20s back then, with no real attachments to speak of. I had plenty of free time to raid, participate in guild/kin events, and do other group-focused things. Fast forward to today: I'm almost 30, I have a long-term boyfriend (who doesn't play ESO), and I'm in an incredibly demanding academic program that will lead to an even more demanding job. Sh*t, I don't have time to group up as much as I used to. I can't even begin to imagine what it's like for other former raiders who now have babies and minor hockey games to attend, and so on.
Here's an interesting article on how gamer motivations have a tendency to favour less competition with age: http://quanticfoundry.com/2016/02/10/gamer-generation/ There'll always be outliers, of course, but it's possible that as we age, we just aren't that interested in raid achievements and leaderboards anymore. Or, rather, we may still be generally interested in those sorts of things, but can't/won't invest the time needed to get there, so we do other stuff in-game that we enjoy. There's absolutely nothing wrong with it, IMO. I know for me, as well, I have less tolerance for BS than I did when I was younger and still felt the need to fit in/prove myself. I'm comfortable in my own gaming skin now and don't care about speed runs or BiS gear anymore; I just want to escape from RL for a little while and have a bit of fun. I have no patience for punk *** kids bellowing at a normal dungeon group for not clearing said dungeon in less than five minutes. I'd rather solo than deal with that, honestly. Fortunately, I haven't come across too many punk *** kids during my time here.
You have my vote. I am 48 years old, an old hand when it comes to MMOs (EQ, EQ2, WoW, LotRO, SWTOR, LotRO again, ESO) and I still call myself a group player. I do my daylies, I go raiding 2-3 times a week, I collect achievements if possible, leaderboard ranks aren't my thing too, but my profession, my job and my RL predetermine the pace and not the game anymore.
The only thing I might see somewhat different as you is, that as a man who is working in teams and even leading positions I damned like it, if things are working as intended, which means I am rather short tempered if people start to *** up group playing because of personal incompetence and not being able to cooperate. I like my daylies fast and smooth.
but I am also able to be pretty pleased to not log into the game for a day or two, or just do some solo stuff like questing or fishing or collecting Eidetic Memory stuff.
Some people here moan, ESO is not "hardcore" enough, some think it's not group focused enough, some want even more solo and cosmetic stuff.
Sounds like ESO might have the perfect balance for MMO newcomers from Solo RPGs like the TES sequels and older players.
Imho Zenimax is melking the cow in perfect rythm, because from a business point of view Zenimax is absolutely right to not just care for "hardcore" players which like tough group centric content but for solo and roleplayers too (especially for ones which came over from the TES games and never played a MMO before).
I can live with that, because it makes sure, that the game stays healthy.
cpuScientist wrote: »
Love me the co-op. I mean I love Bethesda games like morrowind Oblivion Fallout New Vegas and the like. But i always feel in the back of my mind that geez this would be unstoppable awesome if it were only co-op. Then you play a game like borderlands 2 and while solo it's IMO an inferior game, add just one friend and BAM! HILARIOUS FUN!!! This is my 2 cents. But then you add 1000 people to said game and back to meh. Co-op is king IMO. But I've found a good guild of cool peeps and now it's whatevs.
Flameheart wrote: »Has anyone considered the possibility that an aging core MMORPG playerbase may have contributed to the rise in soloing? Many of us here cut our MMO teeth on games like EQ, AC, WoW, LOTRO, etc. I'm one of them: started playing WoW in 2006, and LOTRO in 2008. I was in my late teens/early 20s back then, with no real attachments to speak of. I had plenty of free time to raid, participate in guild/kin events, and do other group-focused things. Fast forward to today: I'm almost 30, I have a long-term boyfriend (who doesn't play ESO), and I'm in an incredibly demanding academic program that will lead to an even more demanding job. Sh*t, I don't have time to group up as much as I used to. I can't even begin to imagine what it's like for other former raiders who now have babies and minor hockey games to attend, and so on.
Here's an interesting article on how gamer motivations have a tendency to favour less competition with age: http://quanticfoundry.com/2016/02/10/gamer-generation/ There'll always be outliers, of course, but it's possible that as we age, we just aren't that interested in raid achievements and leaderboards anymore. Or, rather, we may still be generally interested in those sorts of things, but can't/won't invest the time needed to get there, so we do other stuff in-game that we enjoy. There's absolutely nothing wrong with it, IMO. I know for me, as well, I have less tolerance for BS than I did when I was younger and still felt the need to fit in/prove myself. I'm comfortable in my own gaming skin now and don't care about speed runs or BiS gear anymore; I just want to escape from RL for a little while and have a bit of fun. I have no patience for punk *** kids bellowing at a normal dungeon group for not clearing said dungeon in less than five minutes. I'd rather solo than deal with that, honestly. Fortunately, I haven't come across too many punk *** kids during my time here.
You have my vote. I am 48 years old, an old hand when it comes to MMOs (EQ, EQ2, WoW, LotRO, SWTOR, LotRO again, ESO) and I still call myself a group player. I do my daylies, I go raiding 2-3 times a week, I collect achievements if possible, leaderboard ranks aren't my thing too, but my profession, my job and my RL predetermine the pace and not the game anymore.
The only thing I might see somewhat different as you is, that as a man who is working in teams and even leading positions I damned like it, if things are working as intended, which means I am rather short tempered if people start to *** up group playing because of personal incompetence and not being able to cooperate. I like my daylies fast and smooth.
but I am also able to be pretty pleased to not log into the game for a day or two, or just do some solo stuff like questing or fishing or collecting Eidetic Memory stuff.
Some people here moan, ESO is not "hardcore" enough, some think it's not group focused enough, some want even more solo and cosmetic stuff.
Sounds like ESO might have the perfect balance for MMO newcomers from Solo RPGs like the TES sequels and older players.
Imho Zenimax is melking the cow in perfect rythm, because from a business point of view Zenimax is absolutely right to not just care for "hardcore" players which like tough group centric content but for solo and roleplayers too (especially for ones which came over from the TES games and never played a MMO before).
I can live with that, because it makes sure, that the game stays healthy.
The problem is that another word for requiring is forcing. If you force group cooperation, you're putting yourself in direct competition with WoW, the primary source of forcing group cooperation. And even WoW has had to reduce the scale of forced group cooperation to stay profitable. The reason this is happening is because marketing has realised that the vast majority don't like forced gameplay, they prefer choosing to do something.
As an example, you can play Starbound solo, quite easily. However, it's nice to share the experience occasionally. You can play Torchlight II solo, but it's nice to share the experience occasionally. The same is true with MMOs. The less you actually force grouping, the more players are likely to use their social skills, which creates a more pleasant environment. There's a reason why ESO's zone chat is much less obnoxious than most MMOs out there, and that's because forced grouping is less of a factor and people rely more on social skills. The only reason you'd want forced grouping in particular is if you have almost nothing in the way of social skills but you feel lonely, the downside of this is that other people are then forced to group with deeply unpleasant people, often with sociopathic tendencies.
I remember this being a problem in many MMOs I used to play. There were controlling, manipulative people I'd go so far as to even dub Machiavellian and psychotic. They'd screw with the minds of the people in guilds to keep them subservient so that everyone could keep getting that sweet, sweet loot. I think a lot of people don't find that dynamic desirable, and wouldn't want to go back to it. By removing the forced factor, you're allowing people to play alongside people they enjoy. Personally, I don't want to be forced to play with a deeply unpleasant, manipulative, crazy person. I don't want that. I have my partner and a close friend that I tend to play games with and I don't really need anyone else, as an introvert. We all reciprocate one another's kindness and we think of one another as lovely people. That's what having close friends is like.
And this brings in another factor. Introverts are asocial. This is often mixed up with antisocial, but that's a misnomer. Psychopaths and sociopaths are antisocial. An asocial person is someone that's detached from social doings and doesn't want to engage in them. They're still a nice person, they just find being in a group draining, so they can't do that a lot. As such, an introvert may group one day, but then spend five more just playing alongside their partner. People in this thread have said as much. Forced grouping alienates every introvert out there, and forces them away from your game.
So, basically? Forced grouping is bad for everyone except for antisocial people. And it's bad for the developer especially because, like I said, it puts you in direct competition with WoW. Since you're trying to appeal to a demographic that's okay with being manipulated and dealing with crappy people. How well did that work out for Wildstar, do you think.
If anything, MMOs these days need less forced anything and everything, including grouping. The less forced elements an MMO has, the more ridiculously popular it becomes. This is a measurable dichotomy. The less forced elements an MMO has, the more popular it always becomes. Less forced PvP? More popular! Less forced grouping? More popular! Less forced grinding? More popular! Like I said, anything else puts you in competition with WoW, and thus less popularity because those people will just play WoW no matter what.
It's just not in anyone's interests, least of all ZOS's, to have any amount of forced grouping.
Footnote: I will also add to the chorus and say that the reason I play ESO is because I want a co-op Elder Scrolls experience. I want to share this experience with my partner, which I talked about above. I like sharing experiences on a personal level, as an introvert. I play ESO that way. And that's what most MMOs are profiting off of, these days.
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.
Wifeaggro13 wrote: »Doctordarkspawn wrote: »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.
Well there are games that have done it properly Doctor. you can find balance between the two. A lot of the games you are describing were poorly designed. SWTOR Raids are some of the easiest content to access they have a raid finder different tiers and most of it is easily done pugged in the raid finder. SWTOR content is very accessible which makes me think you have not played the game since launch. Its EEEEzzzzz and very friendly to the casual.
I don't think ive played a game were grouping was required to level even the old school ones . Duoing was fun and helped encourage making allies and friends.
Properly done is tiering the dungeons to help players build the skill for the upper echelon of group play. truthfully haveing 90% of the four mans you don't even need roles or abilities to complete is friggin ridiculous.
I dont understand what your talking about on SOTH dungeons. they were challenging but hardly completeable by only 10 % of the population. there were only maybe a boss or two that road blocked those dungeons. and once you had a good leader willing to gut out the dungeons with a group the mechanics were teachable. shoot ive run both dungeons near 50 times and maybe five of those runs were done from a pre made on team speak to try to get the skins. I would say it was more of a CP and new player skill problem. its was maybe a 70% 30% split ion completion. Ive taughT VWGT VICP and SOTH many times to first runners. the hardcore community just runs 4 dps through them Doctor so your statement they wont even do them i don't know where your getting that from. the issue now is most of the people that have the mechanics wired there dont want to do them because the rewards are crap compared to stuff you can craft. and the monster helms are useless compared to others.
As for wildstar and the other games you described champions those games died and went stagnant because they were poorly designed had major internal issues with their development teams.
No i dont think anyone wants the game to not have casual content. man this whole game is casual the only thing that is not is the V trials you can do every thing in this game by yourself , shoot the high CP skilled guys are friggin soloing SOTH dungeons!!.
We agree on some Stuff Doctor but for longevity. not having dungeons that tier up in skill and rewards , and making everything soloable has destroyed the community of this game it churns so fast in the player base you cant even make any relationships in game. Pumping out valueless pure single player DLC's and screwing the community with 60 dollar skins in repurposed DLC's is a sign fonzy just jumped a shark pit on water ski's