Keep in mind that the OVERWHELMING majority of people who post on internet forums are introverts. Also, about 100% of forum moderators are severely introverted. Among the general population, there are more extroverts than introverts. Its very easy for internet forums to slip into a mode where extroverts are made to feel unwelcome and actually get banned as "trolls" just for extroverted behavior. Its also very easy for introverted playstyles to get WAY overpushed on gaming forums.
WoW has mostly driven away extroverts with its changes. WoW absolutely does not need MORE singleplayer introverted gameplay. It needs social gameplay.
TO FIX WOW:1. smaller server sizes & server-only LFG awarding satchels, so elite players help others. 2. "helper builds" with loom powers - talent trees so elite players cast buffs on low level players XP gain, HP/mana, regen, damage, etc. 3. "helper ilvl" scoring how much you help others. 4. observer games like in SC to watch/chat (like twitch but with MORE DETAILS & inside the wow UI) 5. guild leagues to compete with rival guilds for progression (with observer mode).6. jackpot world mobs.
Agagin, no it is not. The feature of an MMO is a lot of players in one spot online. Whether they are doing content with a group or solo doesn't matter.
Not it is not. Again, MMO just means many players in one spot. Nowhere in the definnition does it state that players are playing in a group.To ask for more SP content when one of the primary focuses of a MMOs is group content seems out of scope.
Yes it is reasonable. You should not pigeonhole on one content or the other. A balance of both should be the goal so people can play the way they want, not telling them what to play.And to see how "reasonable" it can be, look at it from the inverse... In a Single Player RPG (say the Elden Ring), is it reasonable to ask the developers for more GROUP content? Like Raids or Dungeons where you need a group of players to overcome that content?
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Complete nonsense. Bad design is when you do only one or the other. Diversity is what gets the most players in. More players benefits an MMO..
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Only if there is no gear rewards or only the last boss rewards a single piece once a week.
As someone who's introverted to a crippling degree, I'll still support group content over anything else in a MMO. The main issue with the people you're talking about is egoism. They don't care about what anyone else wants and so they'll demand that a game played by hundreds of thousands bends around their personal preferences and no one else's.
You can be introverted without being a self centered idiot, but those people clearly didn't get the memo
I'm not sure about more content but it needs to be more rewarding. If the gear you get is worse than heroic raid gear nobody will bother with it and that's just a lot of wasted development resources
Then you've been lied to about FFXIV. It's literally the only mainstream MMO out there that straight up forces you to play with other people to even see the story. There's this weird romanisation of that game as a perfect solo game when you can't access the story, the expansions or pretty much anything past lv 20 without having to clear dungeons, trials (single boss instances) and alliance raids (24 man raids) with other players
Star Wars Galaxies was fantastic because there were so many things you could do like this that involved you in a world without ever being part of a group.
Wanna dance in the cantina in Mos Eisley and entertain other players who stop by? You could do that all game session long and have an enrichening experience.
I used to love sitting in Coronet as a doctor just healing and buffing people who came by, for a small fee, of course
Or you could run around the planets hoping to find a special new ore that just spawned and no one else had noticed yet, dropping your harvesters on it and making a fortune simply by virtue of finding it before anyone else. Or making the absolute best equipment your server had ever seen because you had so much of this fantastic material.
People would hold art auctions for the wealthy. You could put that rare painting you had acquired by shooting Durni's for a few days by yourself up for consignment and walk away with a small mint. And somebody with lots of credits now had a new piece to show off in their house.
SWG and Ultima Online and the like are still so well regarded because they were worlds, not group instance lobbies. You lived in these worlds, doing things alone or with others as you chose and as interested you. The most desired class in SWG, Jedi, was literally designed to be played alone. Playing a Jedi around other people would get you killed.
People who think MMOs are only about getting in a group and speedrunning through an instance have absolutely lost the soul of what an MMO can be. And embracing that philosophy is why WoW is so soulless and dull. The world in WoW doesn't exist simply to exist, it's there as a graphical interface for the raid/M+ content and serves no other purpose.
I hated everything about SWG gameplay, but that world stuff really was amazing and like no other game! (I say this as someone who only plays wow for instance group content!). The ability to have a useful character like a dancer or doctor who wasn't a "combat" character was pretty awesome, on top of all the player economy stuff.
I'm just not convinced it can every be replicated by a modern game with current monetization incentive structures and audiences.
It doesn't help that the systems in WoW promote that "Egoism" behaviour. All of the challenges and reward systems are built around the individual, rather than the collective whole, which is why the game is so competitive even in its PVE.
I always compare this mentality to a co-op game like Monster Hunter, which is built like a Diablo clone but fosters a WIDELY co-operative community environment because the goals and challenges are designed around collective progress rather than competition within the team. And it's really interesting to see how WoW even differs from the community mentality of many other MMO's comparatively when doing similar content.
It's like WoW's systems are designed to appeal to one's Ego. I see this a lot in League of Legends as well when compared to many other MOBAs, where its strength is in its ability to make you feel bigger than you are in the team. The "Carry" mentality is very pervasive in both WoW and League of Legends.
I can socialize with my family and friends in real life. I can relax watching a movie. I can get a great story from a good book. I can immerse myself in much better and more fitted single player games. But you know what I can't get anywhere else? Playing a game where I kill a dragon with 20 other people. This is why I come to mmos. Maybe it's you who has too much time on their hands, can't find better experiences and human interaction outside and focuses on one game alone for all their needs and wastes the core potential and designation of mmos.
100% wrong.
MMO is a term, used back when the companies would state/market, that you need internet connection and you could play with random people. It was exclusive back then to have a relaible Internet connection.
With your definition, you are technically on MMO platform, the second you log on Steam/Bnet before lunching a game.
The game is defined by the devs. They would had implementet Minecraft version of WoW, if they saw the need. The audiance is not there - and you need find another game.
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It's a question of implementation. If you solve this, I promise you will become a legend.
Question is this:
How do you equally reward a person playing solo, when 10-20 people need work together, coordinate and be very persistent. If these people would overcome bigger challenges - like a group content, they would also excel in soloplay. Assume now that you would have a tremendous skill gap between the solo and multiplayers.
It's like saying you need to have equal pay of the sum of 10-20 people just because you are at the company.
Any reasonable answer?
Last edited by HansOlo; 2022-08-10 at 06:45 PM.