Feb 04, 2008, 11:01 AM // 11:01
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#21
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Desert Nomad
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Quote:
Originally Posted by Perkunas
Maybe the Devs were looking to the future with the release of the Heros. They saw a shift in the population when they released Factions. They also knew there would be a similar or bigger shift with the release of Nightfall. With GW2 somewhere on the horizon, and the Devs being smart enough to know that not everyone is going to run out and get GW2 upon release, added the heros to help those of us not making the immediate jump. If you think everyone is spread kind of thin now, just wait and see how thin it will be six months into GW2.
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You got that right. I've seen this before with sequels to other games where a 3rd of the population disappeared overnight and then the trickledown effect after that because there was nobody to play with. Star Wars Galaxies had 250,000 players before the NGE and it lost 150,000 players overnight because of it and the last time I went there the servers are so empty it's not even worth playing anymore. The only players left were dancing and playing musical instruments in the canteen and just using the game like an AOL chat server.
GW2 is going to really clean the population out when it is released and I'm pretty sure Anet/NCsoft are banking on this. That lots of people move from GW to GW2. Then of course there will only be handsful of people to group with in this GW. So, it's good there are heroes and henchies for those not making the move to GW2.
The problem with sequels and expansion areas is there's never really an influx of population to these in new players and thus people just spread out futher and futher away from one another going in different directions in these expansions. Everquest was very bad at doing that to its customers. It has 8 expansions now and if you were to start as a new player now you would find yourself all alone in the majority of the expansions and especially the origional one. Crushbone is always empty except for maybe 1 or 2 players. The commonlands, Guk, highhold pass, mistmoor and the list goes on into Kunark expansion and Vellious Expansion and the only reason people are still in the Luclin expansion is because that's where the bazaar is. Planes of Power deserted, LDON deserted and that's pretty much where I left the world. No new players, nobody in the first 5 expansions to group with and no real ability to SOLO the content. Talk about a forced grouping world that went downhill over the years.
There MUST be total solo content in these games so when worlds populations do fall or separate everyone can still play in them with heroes/henchies or some form of AI allies. Anet is just preparing the players that remain in GW for what's going to happen when GW2 comes out. You'll need dem heroes and henchies a LOT more after that.
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Feb 04, 2008, 12:16 PM // 12:16
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#22
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Krytan Explorer
Join Date: May 2006
Guild: The Illini Tribe
Profession: N/Mo
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A few thoughts on how you might reverse the trend of deserted elite missions:
Faction per kill and when completed in The Deep and Urgoz. With so many people title hunting, why should there be zero progress to a title by spending time in a Dungeon? I get Kurz or Lux faction by killing mobs and certain explorable areas. Why not in the Deep/Urgoz? I submitted a Sardalac suggestion about this a long time ago, but all elite dungeons should give some faction/reputation just for playing and a lot for finishing.
Urgoz: Kurzick
The Deep: Luxon
Sorrows Furnace: Deldrimor (if you own EotN)
Tombs/UW/FOW: dedicate victory to cause of your choice maybe?
Central area for grouping: Once you have reached the places you can access the elite area, you should be able to find parties in a centralized place. For example, in the Chantry of Secrets / Temple of Ages / Zin Ku Corridor, you should be able to for a group to reach Urgoz, the Deep, Sorrows, Tombs, DOA, etc., assuming all party members meet the minimum requirements for travel to one of those locations. This would add an incentive to get the other games as players would see grouping for areas to games they might not own yet.
Better drops for grouping This is somewhat controversial and would need to be done carefully, but you should have a better chance of getting certain rare drops depending upon the number of real people grouped in the party. I tried to put a suggestion in Sardalac exploring this idea, but it didn't go very far.
One way to do it would be to implement a "roll for special drop" system where players who have already gotten the drop are ineligible, but hench/heroes always roll for it. That way, there is a small increased chance of getting an item if you are grouped with experienced players. This would not apply to all drops, but only some rare drop at the very end.
For example, suppose there was a drop that you could add to a weapon to allow you to dedicate that weapon to your hall of monuments. Call it the "Valor Dedication" insignia. There could be 11 unique Valor Dedication insignias. Any of the 11 could drop from the end boss. If another player had received, say Valor Dedication Insignia #9, he couldn't roll if #9 dropped increasing odds for everyone else. That's just the concept. I'm sure it could be improved.
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Feb 04, 2008, 12:37 PM // 12:37
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#23
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Academy Page
Join Date: Aug 2006
Profession: D/
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Quote:
Originally Posted by Perkunas
If you think everyone is spread kind of thin now, just wait and see how thin it will be six months into GW2.
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QFT
It's a big problem MMO's are beginning to suffer from now - how to build up and maintain a decent playerbase when the market is essentially satiated. For years the MMO playerbase has been growing, and perhaps it still is, but with the current (huge) assortment of games out there to choose from, it's only natural some games will start to feel the squeeze as the increase in players starts to level out. As said before any game in which the playerbase drops below a certain level is essentially dead. It feels and looks empty, takes ages to get a group together for anything and neither of these things make it very appealing for new people to get into the game.
As a result people will not want to buy a game straight away after release as a part of the value (at least for the more socially minded people) will be in the quality of the playerbase, and there's always the risk that a game may never really take off. Also you don't want to get into a game too late, as with the current wide selection of games available the majority will never reach their intended shelf-life.
And then there's Guild Wars, set apart by it's free-to-play ideals of one purchase and you can play as long as you like. However soon it will be competing with it's own sequel, GW 2 and mostly for the same customers who enjoyed GW1. So depending on how many people make the jump to Guild Wars 2 and how many potential players did not buy GW1 but opted instead to wait for the release of GW2, you'll either see the playerbase being spread out more thinly over the two games, or you'll see a general abandonment of GW1 and possibly even a failure for GW2 to take off. It's all possible. One thing I do hold fairly likely though is that GW1 is going to get quiet. Though perhaps not so quiet as other monthly-payments MMO's, in part because of their free-to-play system. There's no added cost once you've invested in the game to quit and then come back later and play some more.
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Feb 04, 2008, 01:21 PM // 13:21
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#24
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Wilds Pathfinder
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Quote:
Originally Posted by Slycandestin
That it's such a rarity to even have enough people for one group to run The Deep, and when I finally do get in the group, it falls apart. After the release of GWEN the place seems deserted compared to what it used to be. I could get into group after group in the past, and usually good groups, but now it's a complete waste of time because even if you do get a group, it ends up falling apart.
However I'm not seeing all that many groups for places like Slaver's Exile or DoA either (not that I really miss DoA). It seems the community is still doing a bit of UW and FoW though, but it is in ursanway groups half the time, which is kind of annoying.
I just think the deep was a cool place to play a couple times a week, kinda miss it.
Are people just soloing stuff all the time now? It's kind of lame when you see a bunch of people doing regular quests and missions in parties of 8 and there's rarely one other social being wanting to group up for fun. I mean this is an online RPG right? What's the point when you just quest, do missions, and farm titles by yourself all the time?
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everyone is doing things with guildies or alliance membets so get some people from your guild or alliance to join you.
yes it is a online game but people find friends to play with. we all have fun in different ways.
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Feb 04, 2008, 01:26 PM // 13:26
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#25
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Wilds Pathfinder
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Quote:
Originally Posted by Slycandestin
I understand that having the choice not to group up is nice to have, because not every single thing in the game is going to have enough people to fill in the gaps. However, the choice TO group is fading, or actually gone, for many. I'm thinking they may have noticed that there wouldn't be enough people to support all the missions and quests in the game, so they added heroes just in case so people can still go through all of the content.
Whether or not the convenience of having heroes is nice to have, the world of GWs feels less deep, and more artificial, where it was originally a game designed for people to group together more. They changed an aspect of the game so drastically with this feature. Prophesy was amazing, NF was amazing too, but heroes are too powerful. The good players can use them to the effect of making the game very easy and boring. I played through GWEN with just heroes and henchies, I know how to solo, beat the entire game just by myself, but did I enjoy it near as much as Prophesy? Hell no. Most the time I was either flagging my heroes out of AoE or spamming them to attack a target. It wasn't hard, just tedious and boring.
I was always attracted to the Deep and the reason being I could get into groups and feel like I was immersed in the world. The rest of the game I just drag some AI powerhouses around with me. The idea that everyone "owns" a Dunkoro is also a design flaw. I'm not saying that the game is bad, it's just that they made a mistake imo.
We never needed heroes, the game was just fine. We also didn't need HM. I mean a game that used to be based on skills and teamwork has changed. Much of the content they worked hard to develop has lost it's atmosphere.
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no one pugs they use guildies come one man quit QQing about pug groups quit your current guild and join one with 50+ active members (no more grouping issuse) problem solved if you do not want to do this then y cry about it.
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Feb 04, 2008, 01:29 PM // 13:29
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#26
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Lion's Arch Merchant
Join Date: Jul 2007
Location: New England
Guild: Lunatic Legion
Profession: N/
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I don't believe there is any possible way to get solo players to PuG. I've met a few people and suspect there are many who are playing GW that have never played an MMO before. Myself included. GW opened a lot of doors to bring in new MMO players. These players have spend ALL of their game time, prior to GW, playing solo. From my point of view, I don't like playing with other people because I don't like having to rely on another persons ability (or inability) to play to reach a successful outcome. Increase rewards for PuGing won't make ANY differance at all. They'll still solo.
I've noticed others say that playing with h/h is boring. Everybody has a Koss, everybody has a Dunkoro. Well, play FFX and everybody has a Yuna, and a Wakka. Point being? Those who never played an MMO are quite used to playing with a party of AI. Granted in FFX you had control over your other chars but in many other RPGs, you don't. GW is no different.
The fact is, there is NO WAY to encourage group play. All that can be done is to add mechanics to the game that make it easier for such players to find each other.
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Feb 04, 2008, 04:23 PM // 16:23
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#27
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Desert Nomad
Join Date: Nov 2005
Location: http://tinyurl.com/2jlusq
Guild: Idiot Savants [iQ]
Profession: R/
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You know what annoys me a little?
People who put something worthless in their thread title so that you have no idea what the thread they made is about.
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Feb 05, 2008, 03:17 AM // 03:17
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#28
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Krytan Explorer
Join Date: Mar 2006
Guild: innergalactic gargleblasters
Profession: W/Mo
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One reason I dont like to PUG is I can go at my own pace, not someone elses..If i want to stop half way through and get a snack, I can, or go to the store I can and not worry about offending anyone. I have even got called into work while playing and was able to just leave myself dancing in a field and pick up where I left off when I got back. If I was in a group, I would have had to leave a group and start over when I got back.
I play guild wars because I like the game, not to socialize. I get enough people contact at work to last me a lifetime, but I still enjoy taking out my aggressions on a charr....but at my pace, not someone elses.
I know I have said in the past that I really dislike pugs, and I do, its because of the whiny brat that always seems to worm his way into the group.
and I really like to search every little nook and cranny of the area and with going alone, I dont have to worry about slowing the group.
As for the deep, urgoz, DoA...never really got into those areas, they didnt interest me, I occationally do a FOW run if the guild needs or wants a filler, but thats about it.
I really do prefer to play alone..personal choice.
Why not play a differant game thats totally solo?
Its not Guild Wars, thats why.
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Feb 05, 2008, 09:11 AM // 09:11
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#29
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Jungle Guide
Join Date: Nov 2007
Profession: R/
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Quote:
Originally Posted by The Little Viking
One reason I dont like to PUG is I can go at my own pace, not someone elses..If i want to stop half way through and get a snack, I can, or go to the store I can and not worry about offending anyone. I have even got called into work while playing and was able to just leave myself dancing in a field and pick up where I left off when I got back. If I was in a group, I would have had to leave a group and start over when I got back.
I play guild wars because I like the game, not to socialize. I get enough people contact at work to last me a lifetime, but I still enjoy taking out my aggressions on a charr....but at my pace, not someone elses.
I know I have said in the past that I really dislike pugs, and I do, its because of the whiny brat that always seems to worm his way into the group.
and I really like to search every little nook and cranny of the area and with going alone, I dont have to worry about slowing the group.
As for the deep, urgoz, DoA...never really got into those areas, they didnt interest me, I occationally do a FOW run if the guild needs or wants a filler, but thats about it.
I really do prefer to play alone..personal choice.
Why not play a differant game thats totally solo?
Its not Guild Wars, thats why.
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/agree on the socializing side of GW.
What I'd like to happen is Anet making all hero parties possible, as well as the introduction of a few more heroes. This would make Urgoz and the Deep possible without any other players. Especially as I have no intention currently of moving to GW2, but will still play GW occasionally.
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Feb 05, 2008, 09:28 AM // 09:28
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#30
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Krytan Explorer
Join Date: Aug 2006
Location: Somewhere
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Even if you do get people interested in PuGing , there is also the problem that some don't have the time to commit to large blocks of time in one sitting. (i.e. 4 hours straight to complete an elite area, or hours to complete a time consuming mission) Ultimately, they decide not to join.
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